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View Full Version : DM-Subway 07-12-29 beta v0.2



heyqule
12-25-2007, 01:19 AM
Name: Subway
Version: 0.2
Compatibility: UT3
Description:
This map takes place in an abandoned subway station.

- Active subway platform, hispeed trains pass frequently.

- Look at signal before jumping off the platform. Hitting by train results instant death.

- has 2 slow volumes (use your creativity.. hehe.. They are fun to use IMO...)

- has majority of health pickups


-they are located on the railroad... (watch your butt before getting them.. =D)

- Fence on the platform prevents you falling onto the railroad, but the main purpose is to keep you from jumping back up.. =D

- All hitscan weapons are on this floor.

Middle floor

- Necris damaged this subway line, this platform is currently used as storage room.

- There are many contrainers on this floor

Top floor

- Subway platforms entrance, entrace exit damaged by Necris.

Overall:

- 1 normal health pickups and 6 vials spread out on mid and top floor.

- Reaching powerful power ups might cost your health.

Comments:
This map is for me to get familiar with the kistmet, uscript compiler and of course, the editor.

As you may see in screenshots, this map does not have many graphical details... I will not spend too much time on decoration because my main focus is on kismet and uscript.

More interactive elements might be added to this map for testing purposes.

Oh one more thing.. This map plays horrible for team deathmatch.


Change Log for 0.2:
* Replaced one-way teleporters and elevators with jump pads... 4 pads in total... Supports added to jump pad troughs, so you can jump from top to bottom floor without falling damage..
* Replaced the glass ad in top floor with couple boxes..
* Reduced to 2 trains per minute per track... The delay between trains is about 20 seconds

Running on the track feels less scary...

Less distruptions by the trains when fighting across platforms...
+ Added some ammo pickups.
+ Added decorations.

Screenshot [0.2]:
http://img126.imagevenue.com/loc1116/th_54027_ScreenShot00013_122_1116lo.jpg (http://img126.imagevenue.com/img.php?image=54027_ScreenShot00013_122_1116lo.jpg )
http://img194.imagevenue.com/loc511/th_54035_ScreenShot00014_122_511lo.jpg (http://img194.imagevenue.com/img.php?image=54035_ScreenShot00014_122_511lo.jpg)
http://img215.imagevenue.com/loc46/th_54041_ScreenShot00016_122_46lo.jpg (http://img215.imagevenue.com/img.php?image=54041_ScreenShot00016_122_46lo.jpg)
http://img41.imagevenue.com/loc921/th_54047_ScreenShot00017_122_921lo.jpg (http://img41.imagevenue.com/img.php?image=54047_ScreenShot00017_122_921lo.jpg)
http://img151.imagevenue.com/loc844/th_54052_ScreenShot00018_122_844lo.jpg (http://img151.imagevenue.com/img.php?image=54052_ScreenShot00018_122_844lo.jpg)
http://img200.imagevenue.com/loc574/th_54057_ScreenShot00019_122_574lo.jpg (http://img200.imagevenue.com/img.php?image=54057_ScreenShot00019_122_574lo.jpg)

Credits:
music from UT1
couple textures from UT2k4
everything else from UT3

Feel free to use the music packages. I might able to help compiling all UT music to UT3 package.. if there are demands..

Download:
0.2:
http://files.filefront.com/DM+Subwayrar/;9346645;/
0.1:
http://rapidshare.com/files/78894683/DM-Subway.rar.html

Constructive feedbacks are welcome.

AnubanUT2
12-25-2007, 02:39 AM
Looks interesting ... I'll definitely give this a spin. Thanks for taking the time to share this gem.

AnubanUT2
12-25-2007, 03:21 AM
It's actually not too bad .... the flow is a bit problematic but that may be solved by one not having the trains pass through so much ... that really disrupts the flow imo. Why not have it be a switch (like how in DM-Carbonfire you hit a switch to make the incinerator work ) or every 10 minutes. Add some more trim, garbage cans, benches, some more tvs ad signs ... stuff like that ... don't add too much though, try to find the right balance. I definitely like the theme but I'm wondering if the teleporters also contribute to lack of flow on this map ... instead of more open areas and jump pads and/or lifts. Anyway I will definitely be watching this thread and waiting for the next beta. Good job though ... really ... so far it is looking sweet. I like how it has the old UT feel to it. Nice. :)

heyqule
12-25-2007, 10:01 AM
Thanks for the comment.. Anu

ya... the trains pass a little too frequent... I'll change the delay to a minute or so...

I agree on the teleporters... they make the map seem 2 times larger...

Next release should be done by this weekend... =D

Jagnot
12-25-2007, 10:20 AM
Slow Volume on the tracks equals Classy!

FragTastic
12-26-2007, 03:52 AM
Looking good. Could use some variation in floor textures (yes i know u said graphics wasnt a primary concern) Definitely reduce the frequency of trains to somewhere between 40-80 secs. Kind of agree with anuban re the flow and warp pads. Only other minor gripe is would be nice if the trains looked a lil more futuristic to reflect the scifi element of UT. (once again graphics I know.) Thanks for sharing your work. Only played one game on this level thus far, if I get further ideas from future plays will post back. Good luck with it :)

AnubanUT2
12-28-2007, 12:36 PM
So any news about this nice level?

heyqule
12-28-2007, 07:05 PM
I'm currently testing the final layout with my friend... It should be up by tomorrow...

The map feels smaller now.. =D

Here are some changes:
- Replaced one-way teleporters and elevators with jump pads... 4 pads in total... Supports added to jump pad troughs, so you can jump from top to bottom floor without falling damage..
- Replaced the glass ad in top floor with couple boxes..
- Slowed down trains.. train delay rised from 2.5-5s to 10-20s...so that's 2-3 trains per minute per track... The delay between trains are enough for running from one slow volume to the other slow volume.

For the decorations on floor and wall, I might take a look what I can do with the DecorActor. If I have time to do it, that'll be for RC release.

AnubanUT2
12-28-2007, 10:17 PM
Cool man ... I'll be looking foward to it ... one question though is do you feel that is a good amount of time for the trains to pass .... how does it impact the flow the game play?

Also can you please see if you can assist this person:

http://gearsforums.epicgames.com/showthread.php?t=595160

His map also has a elevated train and he needs to know how to set it to pass by every few minutes. Of course I thought of you. :D

heyqule
12-29-2007, 02:21 PM
bump for update....

Anu: sure.. I'll assist him on his thread..

AnubanUT2
12-29-2007, 02:41 PM
bump for update....

Anu: sure.. I'll assist him on his thread..

Thanks dude ... appreciate it. :) Oh wow there is a new beta out!! Cool!! Thanks man .. this was another map I was waiting to check out. :D My weekend is going pretty well so far. Now all I need is War-Dawn, VCTF-Atlantea and DM-Phobeter and I will be happy.

AnubanUT2
12-30-2007, 07:33 AM
Okay I did try the new beta out and you know what ... for me personally this level does not work as a DM-level ... not yet anyway and I don't know how to make it flow without really drastic changes. And those trains just come way to frequently for my taste ... I just cannot get into any kind of a flow. And bots were confused by the teleporter (they kept jumping back and forth at times) and pretty much got killed by the trains too much (I would be just about to kill an opponent and BAM a train would get him instead .. that gets boring and frustrating). Bots also were not making use of the new jumppads you put in so you will need to work on that for the final. So you have to do what you feel is best at this point. Good luck man and I'll definitely keep an eye out for future levels from you. This was very interesting and the concept is cool but space and flow wise it just is not well executed ... IMOOC.

heyqule
12-30-2007, 05:53 PM
I guess this level is too MP oriented as I did most of tests with a friend on multiplayer.. We have barely fought on the track because we knew trains come quite frequent and we always avoid being on the track for too long.. But if we do fight... The person on the track are likely get ran over instead of being killed... and this only happens 2-3 times in a 20 minutes game.

Yes.. There are many places to fix for bots.. But in general, I don't have proper AI for this level.. especially the AI for reading the light signal.

For the train frequence, I just make sure there are 2 trains per track pass during an active slow volume. If I slow down the train more, hitting by train is more like a luck instead of a threat.

But anyway.. Thanks for your time trying my idea...