PDA

View Full Version : DM-PerfectTemple [FINAL-NO FOG UPDATE] (Goldeneye007/PerfectDark Remake/Port)



ShadeMistress
12-17-2007, 03:22 PM
Game Modes Supported: DeathMatch, Team DeathMatch, Duel
Number of Players Supported: 8-24 (up to 32, with 32 player starts)

Updated Download: http://rapidshare.com/files/82702266/DM-PerfectTemple.zip.html
PS3 Version Download: http://rapidshare.com/files/82705220/DM-PerfectTemplePS3.zip.html

Screenshots:

http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00045.jpg http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00030-1.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00041.jpg http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00040.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00033-1.jpg http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00029.jpg

This is my first-ever UT3 map, so let me know what you think of it. It was largely inspired by the multi-player Temple map from Goldeneye 007 on Nintendo 64, but later made another appearance in Perfect Dark, with darker, moodier textures. Hence the name PerfectTemple, cuz I was a big fan of Perfect Dark for a while.

While my version is a little more spread out, it retain the exact layout with added static meshes.

Many thanks to Nintendo and Rare Interactive for the inspiration, and HUGE THANK YOU's to DGUnreal and Green_Day for their help with various snags I had run into.

Known BUGS: NONE (yet.... lol)

ShadeMistress
12-17-2007, 04:24 PM
Just a small bump to let you know that the bug has been fixed and I am uploading the fixed version now...

Also, lighting in the final version is a tad darker because I removed all "worklights" from the map, it has a very dark feel to it now.

Also, the map is quite large due to alot of lightmaps being set to 8-16, I really didn't want to lose shadows in a lot of places. BUT, it does run really smooth on both of my computers, one of which just barely meets the min specs, so it should be safe for online play.

One thing I really tried to accomplish in this map was the allowance of alot of players without it becoming total mayhem, mission accomplished. Much less spawn-deaths (spawning into crossfire). I must note that it does take some skill to play in though, some spawn points force you to navigate through "danger zones" to get better equipped.

Molgan
12-17-2007, 04:39 PM
Looking good! Will check it out. :]

Nice to see people have started exploring the UT3 ed, sadly I haven't had time to do it yet. =(

Green_Day_584
12-17-2007, 08:23 PM
SWEET :)

sad i cant play it now: PC is in for repairs ::( but when its back, this will be the first map i will play with maxxxxxxed out graphics! XD

josue123
12-17-2007, 08:25 PM
hey can i us ethis on my ps3. someone respond!

ShadeMistress
12-17-2007, 08:52 PM
Nope, we don't know how to cook for PS3 yet, sry :(

Green_Day_584
12-18-2007, 01:23 AM
aaaaahhhhhhhrrrgggg! :D

still waiting for my PC... they said the new video card should be in by about now... just the wauiting for the phone call.

its agony :(

ShadeMistress
12-18-2007, 01:53 AM
lol why didn't you install it yourself?

AnubanUT2
12-18-2007, 08:40 AM
You know this level is not really bad looking but I do think that the brick ceiling could be replaced with something smoother or larger blocks ... I just am not digging the current brick floor texture being used as a ceiling. If I could think of something else I would tell you ... all I can say is I would know the right thing if I saw it. Anyway it is just my opinion. It's cool you made a level to expand our options ... thanks for that.

ShadeMistress
12-18-2007, 05:34 PM
I may do a minor update later and will keep that in mind, but as for the moment I am working mainly on a CTF map. I am probably also going to fix the collision on my particle emitters so that the fog will actually hit the floor and spread. Any further updates will probably be more for visual flare than anything else.

Thanks for the responses and suggestions. I am not sure which texture/material you are talking about. I am guessing in the hallways? Cuz I was thinking of replacing those with a simple concrete material, since most people aren't going to be spending a whole lot of time looking at the cieling anyway... but, anyhow, I am glad some people are liking the layout. I don't really like to brag, but I like this map more than most DM maps just because I can add 25 bots and have some crazy stuff going on all over the place without being swarmed every time I respawn.

Also, someone mentioned not being able to find an armor jacket, it's because I only added the shinguards by the Redeemer (because the Redeemer takes a while to respawn) and thought that adding more armor would slow the gameplay down. There's already plenty of area to run around and dodge away from harm.

I also think that this is the first map I've ever seen have a UDamage and a Redeemer without it being total overkill. I'm glad that worked out, it gives people a chance to get either one or the other occassionally, the UDamage obviously being much harder to obtain since it spawns right in the middle of that big, open room.

But, yeah I will definitely consider all suggestions and probably do an update sometime in the near future...

(BTW, since someone mentioned ceiling textures, see if you can spot my mess at the top of one of the long ramps... lol. I gotta fix that, musta happened when I was fixing something else and I missed it... just spotted it last night...:o)

AnubanUT2
12-18-2007, 05:55 PM
I dunno ... the weapons do a good job of killing people quickly even when you have armor so more armor on this large map would be very nice ... I think you should have all the pieces on a map this size. Like Defiance does. And yes Redeemers are awesome so thanks for putting that in.

ShadeMistress
12-18-2007, 07:58 PM
Noted, I will add the helmet to the Link Gun statue room, and the vest probably in the Shock Rifle room with the little "hut" (with the 2 health pickups in it)... I'll just start working on that now, I really want this level to be a nice addition for massive multiplayer DM and TDM... So, expect an update in a day or two...

AnubanUT2
12-18-2007, 10:28 PM
Another thing I would say is to make the map a bit cleaner .... the level is very busy and has so much going that it is somewhat distracting. statues are cool but not very effective when you have tons of them. There is just a lot of items I think you could take away and the map would have a cleaner look and play even smoother as many of those things just get in the way. May make the rooms a tad smaller and have better z axis access for fighting. I definitely applaud your desire to become a really good level designer. Keep at it and you will definitely get there. I know you want to do a large level right away but it may be a good idea to scale this down to 6-10 player size just to make sure you get this just right. Also take another look at the interior parts of Rising Sun, Shangra-li, and the CTF map that is asian themed to draw a bit more inspiration and to understand what I mean by not overdoing on adding all the objects in your level. The last thing I would say is please lose that smoke stuff or cut it down in that one large area .. it really causes frames to take a hit. Good luck. :)

ShadeMistress
12-19-2007, 04:53 AM
Well, I've been screwing with stuff for a few hours, and after taking out a bunch of meshes, I really hated the way it looked. It didn't feel like a temple anymore, more like just another arena-styled map.

Also, I really can't scale this map down very much since it was a kinda HUGE map in perfect dark and goldeneye, very much a 4 players + 12 bots map for those games, and they moved much slower than UT3. Again, my sole purpose for making this map was making something for massive online battle without getting choked up with too many players. Even adding 31 bots to this map isn't unbearable and I can handle it quite well on my one computer that barely meets the requirements, even online, hosting it with that dinosaur...

I am going to try and cut back on the number of particles emitted by that particle system, the floor fog. And want to add a planar fog if I can... not entirely sure how yet, but I'll get it done, cuz it looks great, but really slows the system down for a second when you first go down there.

All armor has been added, you don't have as much issues staying alive. I never did to begin with, but I guess it's a little more n00b friendly now. :o

But, anyways, I added one other sprite emitter to the fountain so it splashes up now and looks kinda neat. The cieling textures are a little more flat, but it looks alot nicer and ceiling-like.

AnubanUT2
12-19-2007, 05:10 AM
Well let us know when the newer version is ready. I'm interested in seeing how you cleaned the place up. Maybe if all the statues were not the same and there was some real theme it would be cool to have so many ... or maybe if you varied the size of some of them and enclosed some in glass cases that would add a real nice feel to the place. All I know is the level is just too cluttered atm and that has to change if the map is going to be played by lots of people.

ShadeMistress
12-21-2007, 06:00 PM
Project's not dead, just on hold for a while while I figure out my particle emitter issues...

I'm probably going to clear out some of the "clutter" from the statue rooms, but yeah... no other updates yet 'til my broken particles are un-broken... :/

FragTastic
12-21-2007, 07:12 PM
Just wanted to say thank you very much for this level. Is lovely to see some larger maps starting to appear after a herd of one room/ one room- two floor map. I have followed this maps progress from beta and disagree with earlier calls to reduce the amount of statues and other objects in the map. This map looks great with the extra stuff in it that wasnt in the beta. Thank you for your labours, I have thoroughly enjoyed playing this map and look forward to your next project:)

ShadeMistress
12-22-2007, 05:34 AM
Well, thank you for that, I will be keeping most of what's here in the update, just went a little Dupe-crazy in thos statue rooms. I will probably take 2 of the statues out of the southern room and maybe 2 out of the north statue room.

Also, I am going to add some hardly-noticeable blocking volumes to the "main hall" under those lamps, no mor getting "hung-up" under them. This way I can keep my lights where I want them and still improve the gameplay, if only a tad.

Hopefully, thanks to DGUnreal, I may have this particle issue taken care of. Else, I'll just take out the fog entirely and find another clever way to make less of an obviously flat, open space in the middle of that room. So, at any rate, hope to have the final v1.1 out within a day or so... :)

AnubanUT2
12-22-2007, 11:54 AM
Well, thank you for that, I will be keeping most of what's here in the update, just went a little Dupe-crazy in thos statue rooms. I will probably take 2 of the statues out of the southern room and maybe 2 out of the north statue room.

Also, I am going to add some hardly-noticeable blocking volumes to the "main hall" under those lamps, no mor getting "hung-up" under them. This way I can keep my lights where I want them and still improve the gameplay, if only a tad.

Hopefully, thanks to DGUnreal, I may have this particle issue taken care of. Else, I'll just take out the fog entirely and find another clever way to make less of an obviously flat, open space in the middle of that room. So, at any rate, hope to have the final v1.1 out within a day or so... :)

Cool ... I am looking forward to seeing what changes you have made. :) Don't forget to celebrate the Holidays though. ;) Also cool that DG helped you out ... he is one very talented level designer. I have all his work and he is one bad ass terrain master.

ShadeMistress
12-22-2007, 10:11 PM
I don't celebrate x-mas since my grandfather killed himself on x-mas eve a few years back... :( It's just a sad day for me anymore...

Anyways, I will be spending that day with my mom and siblings, so if it does get pushed back by a day or two, it's in the making and should be out shortly.

AnubanUT2
12-22-2007, 10:16 PM
Sorry to hear that ... but cool that you will spend time with your family. I'll look for it over the next few days. Thanks for the update.

Madmanxan
12-22-2007, 11:57 PM
hmm...ive played goldeneye and perfectdark at my friends place and all the maps on that seemed pretty awesome...ill see what its like after the 25th :)

leukoplast
12-23-2007, 12:06 PM
Not sure what Perfect dark/Goldeneye your talking about...but this resembles no map on either of those games.

ShadeMistress
12-26-2007, 03:21 PM
You obviously never played this map too often then:

http://www.gamefaqs.com/console/n64/file/198275/41013

hehehe... So, QFT... TYVM....

Unless you were expecting a very bare level with very bland texturing. As I said, it's a remake, with very few changes to the layout of the rooms. I added some stuff in the middle of some rooms to give people a fighting chance to dodge and such, as UT3 plays much faster than both of those games.

Cuz all the rooms and halls are made, scaled, and the ramps (except the one in the courtyard) are at the same pitch...

Anyways, Updated version 1.1 will be ready for download on Post #1 as soon as it's done uploading to the server....

EDIT: Download is up and ready. I will put up some new screens after I am done fiddling on my other map and get a chance to get on the other comp (better graphics, my friend is playing a game on it right now)

AnubanUT2
12-26-2007, 04:03 PM
You obviously never played this map too often then:

http://www.gamefaqs.com/console/n64/file/198275/41013

hehehe... So, QFT... TYVM....

Unless you were expecting a very bare level with very bland texturing. As I said, it's a remake, with very few changes to the layout of the rooms. I added some stuff in the middle of some rooms to give people a fighting chance to dodge and such, as UT3 plays much faster than both of those games.

Cuz all the rooms and halls are made, scaled, and the ramps (except the one in the courtyard) are at the same pitch...

Anyways, Updated version 1.1 will be ready for download on Post #1 as soon as it's done uploading to the server....

EDIT: Download is up and ready. I will put up some new screens after I am done fiddling on my other map and get a chance to get on the other comp (better graphics, my friend is playing a game on it right now)

Grabbing it now ... I am really curious to see what changes/adjustments you have made. Thanks for working on this level so diligently ... we players appreciate that greatly. :)

ShadeMistress
12-26-2007, 04:35 PM
Cool, let me know if there are any adjustments I can make. I tried to do some blocking Volume magic on the lamps in the main room so they won't impede you as much since there is a sorta rounded volume there now, but you can still get stuck if your sorta pressing in towards the wall... I personally try to stay away from the walls in that room and in the courtyard so's I can dodge around the pillars/statues/etc.

The only obvious changes are the fog effects and the removal of a couple of statues in the one room so it looks less like a bunch of copy and paste.

ur-name-here
12-26-2007, 10:57 PM
Yeah; Goldeneye was a Classic above Classic's. What intensity, and fun (Especialy 4 plyer) it brought in to the multiplayer genre.

Got into Comp gaming when Perfect Dark came, but still had fun with it.



Well Got a chance to chk it out. Great work! Leave whats in it. Tried 10 on 10 to see fps. Still good.

One thing. I hate it when I walk into their orgy room when at least 7 of them are hanging around waiting for my a--, though. I feel like; when one of the bots says "Argh Son of a B----!!! LOL

Looking forward to ur Walkway Map too.

AnubanUT2
12-27-2007, 12:44 PM
Good job on cleaning the map up and also removing some of that fog which helps maintain smooth gameplay. It is definitely one of the larger maps I have played on and there are lots of rooms with goodies ... that is cool ... but unless you are going to load this level up with like 10 or more bots you may find it takes a while sometimes to find some action so keep that in mind folks. I do think you should think about putting the Udamage and shieldbelt in different rooms and moving the leg armor or chest plate over to that room instead. But really to me the map is definitely improved and doesn't look as overly laden with items. And believe me we definitely appreciate the bot support and that you didn't get lazy and leave that out and make this lovely map an online only level. Nice. :)

ShadeMistress
12-28-2007, 02:29 AM
Thanks again everyone for all of the feedback, though it may be a while before I make another update. (I probably will swap the Leg Armor for the Shield Belt, since the Redeemer takes much longer to spawn.)

I am glad people are enjoying what I constructed here, and hopefully, people will like te other maps that I will be releasing (I never work on one thing at a time, gives me an opportunity to learn something from one project and apply it to another, so I have a few very early concept projects floating around. As I learn, I add stuff when I get bored of looking at one map for hours, lol)

Anyways, there will be one final update, but it may be a ways off, at least until DM-Eclipse starts nearing completion.

Thanks again for all the support and feedback and hope to see you online soon. :)

bn_avit
12-28-2007, 09:03 AM
I thought that i would give yours a go now soon as you have tried mine i will report back when i have tried :):):)

bn_avit
12-28-2007, 09:17 AM
Right just played and heres what i think... on the whole a really nice map flows well and every path leads to something but some of the paths were a bit steep and health was quite sparse... the fog/mist in the room at the bottom killed my fps lol it went from 60 to 17 which is a dramatic drop but apart from those few things quite an enjoyable map thanks for the download :):):)

r3sistance
12-29-2007, 01:12 PM
I think at 8 this map still feels a little empty, could be me tho. It can be done at 32 but some areas get a little cramped by it... this is playing with bots tho...

It's a good replication, assuming you were trying to be as true to the original as possible that, then it's pruty good. I would too have to complain about the fog too... you can see I have a power system in my sig... but when there are 5~6 bots down their on the floor it can drop my FPS down to about 25, I am use to playing most maps at a constant 55~60. Still whilst I think this might be a good map, I still would not really want to play it in UT3 DMs, nothing to do with what you have done, the layout just doesn't feel like a UT3 layout... may just be me, but I think it's all the ramps... one of them is quite steep as well...

AnubanUT2
12-29-2007, 01:38 PM
I think at 8 this map still feels a little empty, could be me tho. It can be done at 32 but some areas get a little cramped by it... this is playing with bots tho...

It's a good replication, assuming you were trying to be as true to the original as possible that, then it's pruty good. I would too have to complain about the fog too... you can see I have a power system in my sig... but when there are 5~6 bots down their on the floor it can drop my FPS down to about 25, I am use to playing most maps at a constant 55~60. Still whilst I think this might be a good map, I still would not really want to play it in UT3 DMs, nothing to do with what you have done, the layout just doesn't feel like a UT3 layout... may just be me, but I think it's all the ramps... one of them is quite steep as well...

No it is not just you ... I asked the level author to lose the fog but she was determined .... and yes the ramps and long hallways do get in the way of the normal flow of deathmatch in UT but I can see what she was trying to do. I think that because all the areas you fight in are just one level flat rooms that limits it as well. There is basically no Z axis fighting and so the battles tend to end up being the same all the time ... so things like this have to be considered for UT3 DM maps by the author in the future. And also the levels don't need to be sooo big yet broken up into so many disparate sections that each take time to get to. Even some portals may have helped this map because then you could quickly get to where the action is.

r3sistance
12-29-2007, 06:58 PM
well then I can be sure I am not totally insane then huh... I think it's a good piece of work, I just don't think it's suitable as is, for UT3... =X.

ShadeMistress
12-31-2007, 02:58 AM
Well, I am considering adding just a static mesh fog on the floor for a future update.

Yeah, it's definitely a large map and I tried to remain pretty faithful to the original (which was rediculously barren, with a lot of long halls and steep ramps, so it's kinda just a mtter of what you like in a DM map.

More or less, this was just a learning experience for me, so I now have a much better understanding of how things should work and how to pace the gameplay without breaking it up into separate, ongoing battles (though it does have a nice ambiance of the battle raging in the room above/below/next to you...

I have been deviding my time between two separate projects right now: DM-Eclipse and VCTF-Desolation (which is hella huge, but is just the first step in a Warfare map... VCTF is simpler, so I can have people test the gameplay before I go all out into WAR mode)... I have been having less time to devote to the game this passed week, but I will be cracking on those soon, then come back and patch this one up again... I think there's still a few hidden BSP surfaces I can remove materials from and stuff like that I didn't want to hunt down before...

Thanks for the feedback, keep it coming. I will take that all into consideration before the LAST update... :)

oldkawman1
12-31-2007, 04:20 PM
This is a really nice big map. Weapons and ammo are a bit sparse in places, for large player numbers. All in all, this is a very impressive large map to play.

HorizonX
01-01-2008, 06:11 PM
SWEET! I played Perfect Dark too <3 Can't wait to try this map out.

andydepr
01-03-2008, 01:14 PM
Game Modes Supported: DeathMatch, Team DeathMatch, Duel
Number of Players Supported: 8-24 (up to 32, with 32 player starts)

Updated Download: http://dodownload.filefront.com/9329124//b13e9e0ae650faeb1eef6bdc026963b7655adee5043f648a1e 9004331e63409f632bfcd2650b2146

Screenshots:

http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00008.jpghttp://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00003.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004.jpghttp://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00007.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004-1.jpghttp://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00014.jpg
http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00012.jpghttp://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00000.jpg

This is my first-ever UT3 map, so let me know what you think of it. It was largely inspired by the multi-player Temple map from Goldeneye 007 on Nintendo 64, but later made another appearance in Perfect Dark, with darker, moodier textures. Hence the name PerfectTemple, cuz I was a big fan of Perfect Dark for a while.

While my version is a little more spread out, it retain the exact layout with added static meshes.

Many thanks to Nintendo and Rare Interactive for the inspiration, and HUGE THANK YOU's to DGUnreal and Green_Day for their help with various snags I had run into.

Known BUGS: NONE (yet.... lol)

Hey Mistress,I too am a fan of PD,Thanks for this map.

my sugestions is that the name should be Temple only because everybody knows that temple is a PD Map I dont think that the "Dark" in DARK TEMPLE is necesary,TEMPLE is Fine and Unique... Please consider my sugestion.

Also have not Installed yet but by the pics... Im not likeing the "oriental" decorations...

Please let me know what u think.

TOGArkon
01-04-2008, 07:52 AM
Thanks for the map I have it on the TOG UT3 server and the guys love it , so well done :)

ShadeMistress
01-04-2008, 08:43 PM
Thanks for the map I have it on the TOG UT3 server and the guys love it , so well done :)

Oh cool :D Glad u guys like it.

And I will take your suggestion on the name change into consideration, Andy.

I probably won't be rebuilding the whole thing without the asian architecture though, that would take a while lol...

andydepr
01-05-2008, 01:08 AM
You know what, I installed and played it and I like it(specially the layout) I think you can work more on it(just a bit with weapon placement etc)but is fine as it is now too... The oriental deco dont bother me anymore... so the name might stay as well... since this is not Temple from PD but inspired by it,Im I right?

I remember that somebody made a Temple and Area52 maps for AVP2... they were pretty acurate... If I can find pics Il show you... well I can since I have AVP2 and the maps installed...

...anyway,TY for the map

mikehc69
01-05-2008, 01:44 AM
You know what, I installed and played it and I like it(specially the layout) I think you can work more on it(just a bit with weapon placement etc)but is fine as it is now too... The oriental deco dont bother me anymore... so the name might stay as well... since this is not Temple from PD but inspired by it,Im I right?

I remember that somebody made a Temple and Area52 maps for AVP2... they were pretty acurate... If I can find pics Il show you... well I can since I have AVP2 and the maps installed...

...anyway,TY for the map

Damn would love to see Area52 remade for UT3. Also Facility/Felicity from Goldeneye and Perfect Dark. Probably my favorite 2 maps from both games.

mikehc69
01-07-2008, 03:24 PM
As a huge fan of the classic N64 games I'd LOVE to see a cooked version of this map made available for PS3...now that the tools are out. Please release a PS3 version!

ShadeMistress
01-07-2008, 11:14 PM
PS3 version is now available for download. :) See first post for download link.

pauls2ndblessing
01-07-2008, 11:18 PM
PS3 version is now available for download. :) See first post for download link.

Thank you so very much!

You are great!

paul

mikehc69
01-07-2008, 11:19 PM
PS3 version is now available for download. :) See first post for download link.

WOW, thank you so much!! Downloading now, will report how it works :)

JimmyHACK
01-07-2008, 11:22 PM
PS3 version is now available for download. :) See first post for download link.

shouldn't be a .jam file??? looks like a pc one with ut3 ini etc??

imma try it anyway

PC/PS3 links appear same even though zip says PS3

HybridSnyper
01-07-2008, 11:24 PM
Whoops. It looks like you used the same link for the PC and PS3 version.

mikehc69
01-07-2008, 11:25 PM
Yep I'm getting what looks to be the PC file even though the zip is labeled PS3.

Herby
01-07-2008, 11:26 PM
Downloading now, thanks

ShadeMistress
01-07-2008, 11:26 PM
weird, I will look into it...

JimmyHACK
01-07-2008, 11:28 PM
Downloading now, thanks

herby wait.. dont put o your site it's the pc files in teh ps3 zip

Herby
01-07-2008, 11:31 PM
Don't worry Jimmy I test the mods myself on a PS3 before posting on the site.
Thanks
Yeah it is not in the PS3 format.
It should be a JAM file.

mikehc69
01-08-2008, 12:03 AM
Oh man...there is a legitimate chance that we could be playing both this map along with Crimson's Longest Yard at some point tonight.

If this comes to fruition I think my head might explode :D

Larry L
01-08-2008, 12:13 AM
It's a good night to be a PS3 gamer.

mikehc69
01-08-2008, 12:16 AM
It's a good night to be a PS3 gamer.

Yes it is. And its all thanks to the generous time and effort given by the mod creators. Most of them don't have PS3s and are simply doing this out of kindness. I cannot begin to tell you all how much we appreciate it!

pauls2ndblessing
01-08-2008, 12:19 AM
Yes it is. And its all thanks to the generous time and effort given by the mod creators. Most of them don't have PS3s and are simply doing this out of kindness. I cannot begin to tell you all how much we appreciate it!

I second this,

The amount of support we are receiving is amazing! More than I could have hoped for.

Thanks everyone!!!

-paul

JimmyHACK
01-08-2008, 12:34 AM
Oh man...there is a legitimate chance that we could be playing both this map along with Crimson's Longest Yard at some point tonight.

If this comes to fruition I think my head might explode :D

haha.. we are all dying to get someone longest yard map on ps3 :)

mikehc69
01-08-2008, 12:35 AM
haha.. we are all dying to get someone longest yard map on ps3 :)

I'm not sure I have such a soft spot for Goldeneye and Perfect Dark...so many great memories from those games. I may be looking forward to this a little more because of nostalgia :)

humanschmoke
01-08-2008, 12:41 AM
the wait is on....i told my friend i'd be playing on the temple soon and he went nuts

ShadeMistress
01-08-2008, 12:57 AM
well, it may be a wait, I've followed every set of instructions I can find online and every time it either...

A: Just cooks another PC version of the map.

or

B: Tells me there are no .ini files after I cooked them and I am right back at square one anyway.

So, unless I get some help or if someone else wants to cook this for me, I have no idea what I am doing wrong.

I went over and over and over and over and over and over and over and over and over the istructions set up by Epic, but, just like the game, it seems incomplete. Kinda like they wrote it only for long-time devs as a memo and expect us to just psychically figure the rest out... :(

Hooray for Epic releasing MORE incomplete junk...

Ltcellis
01-08-2008, 01:01 AM
Well at least you took your own time to try. Thanks for trying :D

mikehc69
01-08-2008, 01:05 AM
Thats very frustrating. You gotta hand it to Epic...its been one disappointment after another since launch. Thank you for all your effort...hopefully eventually someone can figure it out.

karmatized
01-08-2008, 01:18 AM
ok lemme see, make sure your working with the unpublished map, make sure that unpublished map is inside the unpublished folder. now run the utility to convert the maps. Select the basic settings and undermap list, type in the name of the map exactly without the extention. After this press cook, after a time it will ask you to review the ini file, click the hyper link it shows it will take you to the folder. modify the ini as needed and then click ok.
It will not ask you for a save location for the mod/map, Note: you can only save to a root of a drive, for example C: d: you can not save to c:\mystuff or any other place outside of the root.

After its all done place the while ps3 filder with the files inside into a thrubstick or memory card and bring it over to the ps3.



Ahh yes also the ps3 doesnt support custom sounds, so any custom sounds or waves or songs for that map will mess things up

mikehc69
01-08-2008, 01:18 AM
Shade, karmatized was able to successfully cook his FeelGoodInc. map...he said he'd be willing to help if someone emails him. Maybe if you wanted to hit him up sometime he could help you get it working. :)

Aratacus
01-08-2008, 01:42 AM
this on Ps3 would be nice!..... looks like a great map!.... someone mentioned the ceiling looks a little off... from what i see in the pictures, i kinda agree, the pictures look upside down.... i don't care to be honest.... i don't think theres enough brick's in this game anyway...lol... great job keep it up... hope to see it on PS3 eventually...

ShadeMistress
01-08-2008, 02:24 AM
@karmatized: Thanks, I will give that another go here shortly and see if I can't get this released for the PS3 peeps that are waiting for it.

@Aratacus: Those screens are actually from the older version, the ceilings' materials were changed since then. I should probably update them eh? lol

andydepr
01-08-2008, 02:41 AM
"So, unless I get some help or if someone else wants to cook this for me, I have no idea what I am doing wrong."

Do you know how to cook?
Jk...

mikehc69
01-08-2008, 02:47 AM
@karmatized: Thanks, I will give that another go here shortly and see if I can't get this released for the PS3 peeps that are waiting for it.

@Aratacus: Those screens are actually from the older version, the ceilings' materials were changed since then. I should probably update them eh? lol

VERY cool! Hope you figure it out Shade and thanks once again for all the effort you've been putting into it!

ShadeMistress
01-08-2008, 02:59 AM
No luck yet, this is what happens every time I try to cook now:

http://i134.photobucket.com/albums/q117/hottingoth/MoreBrokenCrrap.jpg

:(

This also happens any time I open that folder, try to load anything in the folder, etc.

Only difference is that when I am trying to cook, the FrontEnd closes itself and I don't see this message come up for a few minutes... Lame...

karmatized
01-08-2008, 03:07 AM
dont do that load files into mod thing, just type the map name up top and rpess cook

mikehc69
01-08-2008, 03:43 AM
This was posted in another thread by Schleicher...



But i can post a step by step guide how i did it


1. In Frontend select "PS3" in the "Platform" field, "North America" in "Game Version", "Map" (assumed its a Map) in "Mod Type" field

2. Put your uncooked (mine was uncooked, no clue if it can be a pre-cooked for PC one) map into C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame\UnPublished\CookedPC\CustomMaps (can be another path mebbe, but just to be safe)

3. Enter the path to your map in the "Maps" field (with .ut3 ending). Put quotation marks (like so : "yadda") around it else the tool will get confused by the spaces and wont be able to load the map

4. Click cook. It'll spout lines after lines of "Cant find package stealthbender" or something like that, ignore it.

5. Eventually itll finish and ask you to save. Enter a name

6. Now itll have done two things :
a)Placed A PS3 folder to whereever you did save it (if you entered c:\ itll be c:\PS3), delete that one, itll have a bad ini
b)Placed a "Mods" directory into C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame with your cooked stuff in it. Thats the one you want. If you cooked a map itll have 5 files : mapname.xxx, mapname_LOC.int, Globalpersistencookerdataps3.upk, Guidcache_mapname.xxx and PS3-UTgame.ini

7) Edit the ini according to this : http://udn.epicgames.com/Three/PS3Mo...3-UTGame.ini): (i deleted the note behind the ; , prolly unecessary). Adding preview image, Numplayers and Author prolly is the same as with the pc, i didnt add one because first priority was getting it to run at all and i didnt want to add anything which could possibly confuse the stupid tools :P

8) Go back into front end. Now click "Package Mod", browse to the "Mods" folder and click and drag so that all the 5 files are selected. "Open", enter a name, save.

9) Zip it and put it online

Hope that helps

ShadeMistress
01-08-2008, 08:45 AM
GOOD NEWS, I got it cooked.

BAD NEWS, I have no idea what to do with it now.... rofl...

The above doesn't help, because the last part doesn't explain WHAT I am supposed to zip... the Whole "PS3" Directory?

EDIT: I zipped the whole PS3 directory for now, so the download link now goes to that zip file.

Grinchy
01-08-2008, 09:10 AM
That's awesome man! I'll see if it works and let you know. As long as there is a userdata.jam file I think it'll be fine.

The directories are perfect. I'll check the map out on the PS3

Schleicher
01-08-2008, 09:11 AM
At the end of step 8 it asks you to save and that will create a "PS3" folder whereever you specified (like the one the tool made after the cooking). Zip that up.

EDIT : Damn Ninja posters XD

ShadeMistress
01-08-2008, 09:23 AM
Cool, well it's up for download then and I updates the screens to reflect what the map looks like with the last update. The ceilings look like ceilings as opposed to looking like floors on the ceiling and the lighting was adjusted, along with some other minor changes.

Masked Muchacho
01-08-2008, 09:28 AM
The PS3-version works. :D

Quite big though for PS3. PS3-version is 16 player max. :(
I believe it has a little slow-down in some areas. Although, I just tested if it would work on PS3, so it could be my imagination because of the big rooms. Haven't really played the map yet.

But the map is nice, and it's another one for us PS3-owners. So thnx, Mistress.

Grinchy
01-08-2008, 09:29 AM
It's hung on the loading screen 3 times in a row for me. I have tried loading it up in Instant Action, a LAN game, and now an Internet game. I'm going to try to re-do everything.

This might not be any problem with your file though, because it was happening to me for the FeelGoodInc map before and it started working afterwards. I can't figure out why that's happening on my PS3.

Masked Muchacho
01-08-2008, 09:37 AM
It's hung on the loading screen 3 times in a row for me. I have tried loading it up in Instant Action, a LAN game, and now an Internet game. I'm going to try to re-do everything.

This might not be any problem with your file though, because it was happening to me for the FeelGoodInc map before and it started working afterwards. I can't figure out why that's happening on my PS3.

I started up in Instant Action, 8 players max. Gonna try 16 max. (Instant Action & online).

EDIT: Just started up again with 16 players. No prob. only thing is the framedrop I mentioned when entering the lower room, the one with al the fog. My guess is the fog is causing the slow-down. Then again, could be me.

Grinchy
01-08-2008, 09:42 AM
I think it's my USB drive. This isn't the first time I've had mod files corrupt themselves on it. I've had to format the drive twice now and everything always works afterwards. Obviously this map works though, and that's good news.

Masked Muchacho
01-08-2008, 09:51 AM
Well, I also had the freezes. Formatted my HDD. Had one more morning of freezes, after that no probs.

I like the map now I had a better look at it.

Grinchy
01-08-2008, 09:56 AM
Ok well it was definitely my USB drive. The map definitely works, and it's very nice.

One thing I noticed though was that in the foggy room, the framerate dips a lot. That's the first time I have seen a framerate drop on this version of the game, but in the rest of the map it is smooth.

Muchacho have you tried walking through the foggy room with the redeemer?

JGame
01-08-2008, 10:08 AM
Just tried it out on my PS3 and worked just fine on the 1st run. Map is loads of fun..thank you very much.


One thing I noticed though was that in the foggy room, the framerate dips a lot. That's the first time I have seen a framerate drop on this version of the game, but in the rest of the map it is smooth.

Thinking he means that lower level room. I noticed the same. Framerate goes a bit bananas :eek:. As soon as you walk out of the fog it goes right back to normal though. I noticed no other slowdowns. Thanks again!!!

ShadeMistress
01-08-2008, 10:12 AM
yeah, i been getting alot of mentions about the FPS drop in the fog room. I do plan on fixing that in an update later, but am working on other projects at the moment.

The fog emitters on the floor in that room are going to be replaced by a static mesh. That should really have a major impact on frame rates in that area. But, once again, don't hold your breath, as I am trying to get a good beta of DM-Eclipse and VCTF-Badlands finished up before coming back to this for re-optimization. This is mainly because the build lights takes a longgggg time, as I really upped their resolution to get the maximum effect for lighting and I'll definitely have to rebuild lighting when I add the meshes.

Masked Muchacho
01-08-2008, 10:32 AM
Muchacho have you tried walking through the foggy room with the redeemer?

No, didn't have time to fully explore and play the map yet.

It's not a big problem that the fog slows the game down. Just stay out of that room as much as possible. :D Nuff space left.
Untill, ofcourse, Mistress finds time to fix the problem. ;)

pauls2ndblessing
01-08-2008, 12:03 PM
yeah, i been getting alot of mentions about the FPS drop in the fog room. I do plan on fixing that in an update later, but am working on other projects at the moment.

The fog emitters on the floor in that room are going to be replaced by a static mesh. That should really have a major impact on frame rates in that area. But, once again, don't hold your breath, as I am trying to get a good beta of DM-Eclipse and VCTF-Badlands finished up before coming back to this for re-optimization. This is mainly because the build lights takes a longgggg time, as I really upped their resolution to get the maximum effect for lighting and I'll definitely have to rebuild lighting when I add the meshes.

SM,

Thanks for all of your hard work, the map looks wonderful. I will try it as soon as I get home work. I will make sure to post the map on my website and get all of my clan members to give it a-go! Your hard work and support to the PS3 community is very appreciated.
-p

Juice420
01-08-2008, 12:44 PM
Thanks for cooking this up for the ps3...I'm downloading it right now, and will check it out as soon as its done. The map looks great and the extra time you put in is greatly appreciated by the whole ps3 community.

mikehc69
01-08-2008, 02:11 PM
Shade thank you so much for your time and effort getting it cooked for PS3 owners! We all really appreciate it and I will be enjoying the hell out of this map for a long time! :)

Larry L
01-08-2008, 02:19 PM
I just got to play this map online on PS3. Nicely done. Talk about a totally different atmosphere than the original game eh? Well, I know you got all stressed out figuring out how to port to ps3. Now that you seem to have figured it out, will the stuff learned cooking this map save you alot of stress and grief on your other maps when the time comes? Cuz they look great as well. It's funny how different your demeanor is here than in the support thread. Dr. Jekyl and Ms. Hyde perhaps? LOL, j/k. Anyway, this is a fun map, Thanks.


Edit: Whoa, there's a good idea for a mod. Jekyl and Hyde. Get a Monster Kill, turn into a huge melee beast with the killzone of the scorpion's blades.

Shane
01-08-2008, 02:30 PM
Thanks ShadeMistress, great map, can confirm it works on PS3, and confirm that there is slowdown in the fog room haha. The layout definitely brings back a lot of memories.

mikehc69
01-08-2008, 02:38 PM
Just finished my first game on it with bots and all I can say is wow this brings back memories! Perfect Dark was quite possibly one of my favorite games of all time...I remember all the turns and hallways and quirks from the original version. Talk about nostalgia! Thanks again this is great!

humanschmoke
01-08-2008, 02:54 PM
this map is ill. just put it on the ps3. played offline, but can tell ima have fun online. thanks

ProspecT_DefecT
01-08-2008, 03:02 PM
I just downloaded this onto my PS3 and I'd like to thank you for making a great map. Takes me back to the days of Goldeneye, but with a more ornate, elaborate ambiance. This will definitely get a lot of play.

Herby
01-08-2008, 03:16 PM
Oh my god , ShadeMistress. This map looks amazing. Thank you so much for it. It works great so far. I ran through the fog room by myself and noticed no FPS issues. But that was by myself. I will let you know with more characters on screen what happens.

sentence
01-08-2008, 04:29 PM
great job on this map, thnx (PS3 user)

Mojonick
01-08-2008, 04:39 PM
Yeah i have to say that map is good fun....only thing is the lag in the room with all the fog, but then it could be viewed as it was designed that way. :)

Either way ....great map and thanks a bunch man. Love the themes inside the temple rooms btw. awesome.

XwhoootzX
01-08-2008, 05:24 PM
i like the garden very much it looks realy cool.

but to be honest. the big room with much fogs on the ground is a really big frames killer on the ps3 ...

cobra991
01-08-2008, 05:25 PM
Thanks for the great map. The only thing I think that needs fixing is the fog. The game slows down a lot on the ground level with the fog everywhere. Can it be removed?

Fuel33
01-08-2008, 10:44 PM
one of my favorite maps out there for PS3, thanks

Th3-James
01-08-2008, 11:08 PM
this is great fo massive amounts of players thanks

SIayer
01-08-2008, 11:15 PM
Thanks for this great Map i loved it on N64 :P

but i tryed it on the Ps3 and when i ran into the fog the framerate falls to 5- 10 fps and thats horrible

NDN_Shadow
01-09-2008, 02:56 AM
Thanks for cooking this to the PS3. A few comments first.

The fog area, as other people have said is somewhat laggy. Not gamebreaking slow, but since the bots don't experience framerate drops, it kinda makes it unfair.

Second, this map is huge. And for a simple DM map, it's hard to get a server to fill up with a custom map on the PS3 and this map is too large for even 12 people sometimes. I was playing this with Bots, with increased Speed and the map still felt huge.

It's not that I not enjoy this, as long as I stay away from the "fog" room it's really enjoyable. There's a lot of detail in the map, and it looks gorgeous on my PS3. The upper hall is a great place for firefights and the wide open rooms blend well with the narrow corridors. Weapon placement is good, but could be better. I generally find myself getting more of one weapon than the other, though this could be because the large scale makes it feel kinda like a maze at sometimes and I often get lost.

Bleak5170
01-10-2008, 07:51 AM
Thank you! This is a remake of one of my favourite maps from one of my favourite games. Well done!

Like others have said though, the fog really needs to go. :)

ShadeMistress
01-10-2008, 08:31 AM
Okay okay... cooking a version without the fog, should be up by tomorrow... :P

DSKEmilio
01-10-2008, 08:35 AM
Ah sounds great. Thank you for that. Hehe.

ShadeMistress
01-10-2008, 08:59 AM
I actually just cooked it, it's just a matter of time right now... uploading....

@NDN_Shadow: I know the map is huge. That's due to 2 things.

First, I built the map for a big player base.

and Second, I had no idea that the PS3 version was limited to 16 players, so I intentionally wanted to make a map that could handle 32 players and not get cramped in any way.

So, with 31 bots, there's really never a shortage of action. I usually run all 31 bots on my machine and I can rarely run around for about 5-10 seconds at most before I get bombarded.

Grinchy
01-10-2008, 09:19 AM
Oh wow you went to the trouble of making a new version without the fog in that room? That was really cool of you. Definitely going to DL that once it comes up.

ShadeMistress
01-10-2008, 09:24 AM
yeah, only sucky thing is that Filefront crapped out on me both times I tried uploading, so I now have to re-upload to Rapidshare... blech... Oh well, temporary fix til I find out what the heck is wrong with filefront...

ShadeMistress
01-10-2008, 09:59 AM
bump, No Fog version is available for download. :)

Makes the room look a little bare, but Gameplay > Looks after all...

Mojonick
01-10-2008, 10:10 AM
W00t....thanks for that fix for the PS3. It was my only gripe with the map. Would have been nice if we could have enjoyed it with the fog but......ya know...lol

Thanx again!

ShadeMistress
01-10-2008, 11:13 AM
Actually, it's for both versions (PC and PS3)

Bleak5170
01-10-2008, 12:22 PM
bump, No Fog version is available for download. :)

Makes the room look a little bare, but Gameplay > Looks after all...

Awesome. Thank you for doing that.

mitran
01-10-2008, 01:57 PM
Thank you so much it works grate on ps3. if you make more maps pleas cook them for PS3 2 thank you . The fog flor slows down a bit from 30fps to about 25 ? just a smal fram drop . ( however still faster then on my friends pc he only gets 12 fps :P on the fog flore hoewever just about 50 fps on the rest (1280x1024 )

Grinchy
01-10-2008, 02:29 PM
Very nice, thanks for putting up the new version. I hope people upgrade ASAP on the PS3 version so everyone online is on the same page. This is a really fun map online.

djricekcn
01-10-2008, 02:37 PM
Is the "No Fog Update"replaced with the "Fog"version? I'm not sure if the first two links I see are the ones with Fog or Without

Herby
01-10-2008, 03:09 PM
Works great on the PS3. I love how you left little tufts of fog just to add atmosphere. Thanks for the update.

ur-name-here
01-10-2008, 03:12 PM
ShadeMistress:

Was anything else modified besides the fog? Cant tell by the screens.
I liked the fog in earlier version. Didnt hinder fps on my comp.

mitran
01-10-2008, 04:01 PM
is the update also done for ps3 ? no fog `? so if i dl thies ther wont be any fog ? thanks

Larry L
01-10-2008, 04:16 PM
So, the new "no-fog" version still has SOME fog? The reason I ask is I love how the fog looks, it adds some life to the map. I was thinking about just keeping the old version and just waiting to see if a solution was come up with by ShadeMistress. If there is still SOME fog down there though, mabey I'll just get the new one. Are you calling it done Shade, or trying to still work on the fog? Not raggin on you, just asking for help on which to keep. I love hoe the fog looks when you are looking down on it, so I'm probobly gonna keep the old one for now.

And I know the answer to this is probably "NO", but I'm gonna ask anyway, cuz I don't know for sure. Will the two versions, Fog and Fogless, play together online. Or will I only be able to join games that are running the old version. (if i keep the old version that is)

Herby
01-10-2008, 05:06 PM
Larry it has just a few tufts, really is no fog. Maybe little by little Shade can add more fog. Unfortunately, you can't run both because they have the same name. It will overwrite the older version.

Larry L
01-10-2008, 05:27 PM
I know you can't have both. What I'm asking is if I have the old version could I join a server that happens to have the new version up?

Herby
01-10-2008, 06:05 PM
I don't know that one.

Larry L
01-10-2008, 06:07 PM
Well, I'll assume you have the newest version Herby. If I ever see your server running this map, I'll try to join it and find out.

ShadeMistress
01-10-2008, 11:43 PM
The download links for the older version were replaced by the "No Fog" version, sorry for any confusion....

I had mentioned before that I was going to replace the fog Emitters with Static Mesh fog, but that will come in a future update. For now I just removed the bulk of the ground fog in that room to clean up FPS for people who aren't running a high-end system.

Anyway, this was just a quick fix and probably temporary. I will come back and fix this up a little once I have a few other things done.

Omegasyde
01-11-2008, 01:55 AM
No offence but I hate rapidshare. Thanks for the map however and next time could you upload it to fileshare.com instead?

ShadeMistress
01-11-2008, 05:41 AM
won't be any more updates, I'm doing no more editing until the editor gets fixed... laters...

Aratacus
01-11-2008, 08:15 AM
interesting.... tbh i kinda liked the dipping fps online in the fog.... it was like a death trap area...lol.... i even enjoyed getting hammered with rockets once someone noticed me from above... i haven't got the newest version yet... but i guess i should.... thanks again for all your time.... i'm keeping my eye out for Eclipse-ps3... definitely let us PS3 peeps know if ya need to test the PS3 version!... im down...

hawke1170
01-12-2008, 06:44 PM
Nice map and I'm looking forward to seeing more from you!

YEOLDHIPPY
01-19-2008, 04:32 PM
HELP the link to deownload the map does not work for me is there another place to load the map at.The map looks like fun to play and I love Large Maps.Me and my friends like going one on one in huge maps like this.Somebody please post a alternate link to load the map at.Thanks The Old Hippy.

Slippster
05-21-2008, 08:38 PM
please use File Front not rapidshare.
no one likes to wait and sometimes if you already downloaded from RS, you gotta wait 90 mins.

not good.

snoopy55
08-27-2010, 11:14 PM
I know this is an oldish map, but I like the looks of it and I want it!!! All FileFront gives is an 'Oops!!' cause it hasn't been downloaded enough lately and the only other place I could find it (~10 minutes search) wants three sections of application and prob money. I stopped at the first page.

Could you repost it?

SkaarjMaster
08-28-2010, 05:35 PM
Yikes, I thought I had this one but it is DM-PerfectDarkTemple for UT2004 and not this one. Oh well.:(

coolcat22
08-29-2010, 05:47 AM
i have the map will upload latere today

coolcat22
08-29-2010, 06:18 AM
oke here is it http://www.mediafire.com/?1731i9p89jey78s
i am so good xd

SkaarjMaster
09-29-2010, 08:40 PM
Oops, forgot to say thanks for the download the other day.:) I'll be commenting on this one soon. See, I told ya (see below).

First, a quick review of the UT2004 version as comparison; although, I believe it's a different map but whatever in case anyone is trying to compare the two. Actually, it is almost the same map except redeemer is in a different spot with a few other slight changes.

DM-PerfectDarkTemple by ~Jefe~ (UT2004) >> This one was released October 6, 2009. Not much there but good open "secret agent style" gameplay. Bots are a little easy and could be better, but I understand why they don't go for the redeemer and am fine with it. I like the ricochet off the walls just behind the columns (that works really well). I had fun running up the ladders also. Yes there is lots of open area, but as I've seen stated the map is supposed to be played in a different style and it can be fun this way. Simple textures, pillars that look good, decent architecture, and well-executed theme in this map.

Now this UT3 one.

DM-PerfectTemple by ShadeMistress (UT3) >> The final version is dated March 14, 2008 (ut3 file). This seems to be true to the original map layout from Perfect Dark but with an added UT3-type atmosphere. It looks like you fixed and changed a lot in this final version, but forgot to add a preview shot for the in-game menu (nevermind, FIXED). The skybox could be better and some wall/floor/ceiling textures don't quite go together well but almost; although, I'm fine with using them in the spots chosen (wall, floor, ceiling). I don't like the lines on the fog room floor either. The map is relatively clean for its purpose and has good weapon/item locations, but could use slightly more health pickups. The ornateness of certain areas is what makes this map standout and it's fun to play. OK, I give up, where is the redeemer in this one?:eek: