View Full Version : DM-TheConveyor
Bret Hart
12-07-2007, 04:34 PM
Name: TheConveyor
Author: Me
Version: 1.0
Description: A remake of UT99's conveyor map only a more high tech version. Multiple layout changes.
Screenshots:
http://img207.imagevenue.com/loc174/th_59309_Conveyor1_122_174lo.jpg (http://img207.imagevenue.com/img.php?image=59309_Conveyor1_122_174lo.jpg)http://img12.imagevenue.com/loc875/th_59321_Conveyor2_122_875lo.jpg (http://img12.imagevenue.com/img.php?image=59321_Conveyor2_122_875lo.jpg)http://img179.imagevenue.com/loc30/th_59328_Conveyor3_122_30lo.jpg (http://img179.imagevenue.com/img.php?image=59328_Conveyor3_122_30lo.jpg)http://img102.imagevenue.com/loc1153/th_59331_Conveyor4_122_1153lo.jpg (http://img102.imagevenue.com/img.php?image=59331_Conveyor4_122_1153lo.jpg)
http://img170.imagevenue.com/loc1022/th_59336_Conveyor5_122_1022lo.jpg (http://img170.imagevenue.com/img.php?image=59336_Conveyor5_122_1022lo.jpg)
Grab the file here:
http://home.quicknet.nl/qn/prive/jh.metten/TheConveyor.rar
Extract the zip to My documents\My Games
A2597
12-07-2007, 05:25 PM
Downloading now. :D
fuegerstef
12-07-2007, 05:29 PM
Downloading. If it plays as well as it looks, this one is a keeper. :)
EDIT:
There are a few issues with the map that seriously need to be fixed:
-The conveyor doesn't work everywhere. Sometimes it works but when I step further on the belt it doesn't transport me at all.
-At the position where the conveyor reaches the top, I get transported 90 to the left (off the belt) instead of with the belt.
-At the same place the StaticMeshes aren't aligned properly.
-Some stairs a flying in the air (no support meshes)
-The room with the goo-pool could use some trims. (Especially at pool and window to the stinger place) This room looks if much less time was spent on it than on the rest. (http://img102.imagevenue.com/view.php?image=59331_Conveyor4_122_1153lo.jpg)
Things that can easily be added and would make it a "complete" map:
-Map preview picture for the UI.
-Map description for the UI.
-Player count displayed in the UI.
Something unimportant, because it is only my own personal preference:
-A little less bloom.
Fix at least the serious issues and it is a keeper (If you need help with the UI stuff, contact me). The rest is awesome.
Bret Hart
12-07-2007, 06:03 PM
- Okay well I didn't really put transport volumes on the conveyor belt because I felt that would be too slow for a fast paced map.
- I dont really know why that happens but then again I didn't feel it was a big issue again, for fast gameplay. Who's going to be standing on the conveyor belt? Seriously.
- I really did try to align the meshes perfectly but somehow they don't want to cooperate for some reason.
- Can you tell me what SM's are flying in the air?
- I don't know of any good trim meshes because there are no good corner pieces really even though I looked for almost an hour.
fuegerstef
12-07-2007, 06:44 PM
- I dont really know why that happens but then again I didn't feel it was a big issue again, for fast gameplay. Who's going to be standing on the conveyor belt? Seriously.
It is about polishing the map. And it can make a difference while in a firefight when strafing or dodging onto it and then getiing pushed into a projectile. But in the end it mainly feels as if you just wanted to release it without working on it any further. I mean, there are physics volumes placed in the map that transport you spomehere. They aren't aligned to the belt nor do they shift you in the belt's direction.
- I really did try to align the meshes perfectly but somehow they don't want to cooperate for some reason.
Use BSP that bends the conveyor. (Just a suggestion)
- Can you tell me what SM's are flying in the air?
http://www.fuegerstef.de/_temp/9.jpg All these single stairs are not connected to anything.
- I don't know of any good trim meshes because there are no good corner pieces really even though I looked for almost an hour.
Do it like EPIC did. They used windowframes as floortrims, etc...
A2597
12-07-2007, 07:00 PM
ok, played it.
I agree with fugerstuff with what he stated needs looking at. Flow wise / gameplay wise however, this map is very good! :D
Thanks for the remake man, looks good, plays good. a little bit of polish and it will be great! :D
Bret Hart
12-07-2007, 07:18 PM
I'd like to fix that stuff today, but right now I'm not up to it.
fuegerstef
12-07-2007, 07:19 PM
I'd like to fix that stuff today, but right now I'm not up to it.
Good things need time. :)
aidanr
12-08-2007, 04:11 AM
Played it, stills needs some work but it'll be a really good remake.
TheIronKnuckle
12-09-2007, 04:00 AM
Add player count, map shot, and description or i'm not even trying it.
Bret Hart
12-09-2007, 04:02 AM
Add player count, map shot, and description or i'm not even trying it.
Doesn't bother me.
AnubanUT2
12-09-2007, 06:56 AM
Doesn't bother me.
That's cool and all but you have come this far and done some real work and once you fix the bugs and address other issues that have been brought up then why wouldn't you want to take the extra time to have your map look really pro level by doing the little things. Surely it can't be all that difficult compared to actually making a map. You also never know may be playing your level and if you do want to get into the industry you should always do your best work if you release something publicly. Just some free advice. I do hope you address the bugs most of all but it would be nice to have a "complete map". I think I have only seen two custom maps so far that the preview pic and the player count and I must say that went a long way in impressing me and me keeping the maps as part of the permanent line up. I appreciated that the level authors went the extra distance. Good luck in any event. :)
Emmet Otter
12-09-2007, 09:03 AM
Doesn't bother me.I hope you won't get upset about me saying this but, it would be better for you to take the extra effort into making a more complete map. From the looks of it, you have great potential!! I really like what I see so far but have'nt tried it yet cause of some of the bugs people have mentioned. I just don't want to fill up my drive with buggy maps.
I think in the end for you it would be great. To recieve appreciation and recognition like other custom mappers like, hourences, teddie and soma would be an awesome feeling. Later on your next map people will jump on it alot quicker and knowing they will be downloading a quality map.
I would like to see this more final and complete. Overall it looks killer!
Also, don't push yourself to try to get it out quick. Take your time at a comfortable pace and the end result will be a lot better. I've read people taking over two-three months to make a map.
Trust me, in the end you'll really feel good about yourself:)
Anyways, good luck if you decide to fix it.
-Emmet Otter-
[TDC]Destroyer
12-09-2007, 09:40 AM
Well done!
This was one of my favourite maps in UT 99, so thank you very much for remaking it! :D:D
The only thing that bothered me was that when I fell behind the stairs at the green pool, I couldn't find a way out anymore.
Is this just me or are there more people facing this problem?:confused:
Jagnot
12-09-2007, 12:10 PM
The pipes in LT-Trim look really nice for pool borders. :)
But I agree with everyone else. If you take the extra time to fix some details, people WILL remember it in years to come. :)
Bret Hart
12-09-2007, 03:26 PM
The pipes in LT-Trim look really nice for pool borders. :)
But I agree with everyone else. If you take the extra time to fix some details, people WILL remember it in years to come. :)
Nobody remembered my old version and they will not remember this one either. I am not pro and never will be.
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