View Full Version : DM-BathroomIII Beta2 - Happy New Years!!!
mustapha
01-01-2008, 02:53 AM
Name: DM-BathroomIII
Version: Beta2
Gametype: LowGrav Little People Deathmatch
Players: 6-12
Credits: MustaphaMond, with a little help from some friends and special thanks to DarkMantis for his work on DM-BathroomSPE
Also: One static mesh (the tub faucet) was downloaded from (http://www.the3dstudio.com/product_details.aspx?id_product=40283) and was made by RippleDesign.
Notes: This is a remake of a map I've seen in every version of UT. I couldn't find a copy of the original level or the name of the original designer. I ended up using a copy of DM-BathroomSpeUT2K3.ut2 written by DarkMantis as my guide. I didn't import any BSP from DarkMantis' level, I merely took measurements and I adjusted them to be more even factors of 16. I also exported some of the textures from BRdmSE.utx so that it would look familiar. At first I was attempting to make an identical reproduction before I polished it with a UT3 feel. I couldn't leave it alone so I ended up mixing textures from the old level and using some new UT3 materials. Also, I always prefered this level with low grav but there are spots that don't need it. I liked the way Morpheus had low gravity areas and normal grav inside. I did something similar with DM-BathroomIII. In close quarters and on large flat surfaces it's normal grav, all other spots are low grav. I also feel that this level is much better with a translocator. Currently when I play it I use the Unlimited TL mod (seemed to work better than TranslocatorPlus) but I would like to be able to give players a Translocator by default (without mutator). I turned on pickup base lighting. I like some of them and not others. I'd like it better if the light was only on when the pickup was there but it's always on. I'd like some opinions on that. I added some jump pads from the tub to the sink and tub to the dresser. I felt they were necessary for navigation since I can't load translocator by default. I'd also like opinions on the jump pads.
Changes in Beta2:
Wallpaper, Linoleum, and Wood materials scaled and bump mapped
Increased light in toilet bowl
Added Porcelain and Metal materials
Added tile walls in the shower/tub
Added static meshes for shower rod, tub faucet, and shower head
Added sink faucet
Added weapon fire activated lift from floor to toilet paper
Added weapon fire activated lift from inside toilet bowl to above toilet
Added forced air to top heater vents
-Added spinning fan
-Added Physics volumes pushing players through vent system
Added [1-way] connecting duct from top heater vent to floor heating vent
Added bot paths through toilet to shield room and up through the floor heater vent
Added helmet in room under sink cabinet
Added helmet near door in main floor
Added health vials in toilet/heater system to aid bot navigation
Added health vials on the edge of the tub to aid bot navigation
Added health vials, and thigh pads on shower rod to aid bot navigation
Added Berserk on shower head
Fixed bot usage of all three jump pads
Fixed bot usage of medecine cabinet
Fixed bots getting stuck on dresser (now they use the wall socket teleporter)
Fixed bots getting stuck in tub soap dish
Fixed bots usage of tub
Fixed bots getting stuck in baseboard wall socket
Replaced sink stinger with flak cannon
Replaced baseboard sniper rifle with link gun
Download Beta2a for PC (http://files.filefront.com/DM+BathroomIII+Beta2azip/;9364168;/fileinfo.html)
Download Beta2a for PS3
(http://files.filefront.com/DM+BathroomIII+Beta2a+PS3zip/;9397817;/fileinfo.html)
http://i35.photobucket.com/albums/d162/mondmustaphamond/UT3/ScreenShot-Ceiling-Beta2a.jpg
http://i35.photobucket.com/albums/d162/mondmustaphamond/UT3/ScreenShot-Floor-Beta2a.jpg
Nice work, dude. It looks really better now.
But lighting is still below normal. Try using bigger shadow map resolution and stronger lights.
c0nting3ncy
01-01-2008, 03:36 AM
A vast improvement to the previous version of this map,excellent work. It definately blends together better than the previous version did.
iron12
01-01-2008, 04:25 AM
OH.. That looks cool.
mustapha
01-01-2008, 05:46 PM
Oh yeah, I wanted to post some navigation tips.
If you're on the floor and want to gain elevation you have the following options.
1) There's the wall sock on the baseboard but without translocator or multijump that is out of reach.
2) There's the original path through the sink pipe. Just stand below and hold the jump button and you'll pop out on top.
3) Here's one of the tricky paths. Stand underneath the toilet paper roll and shoot the hanging sheet of paper. If you hit it the paper will unroll. There is a small ledge attached to the paper, climb on thatwhen the paper is down and it will give you a ride up. From there you can either get inside the toilet paper for a sniping position, OR you can jump into the toilet bowl.
4) From the toilet bowl, if you don't have translocator you only have two options. a) swim down and over into the shield room and then out the floor heater vent. OR b) position your self in the middle of the bowl and hold the jump key to keep your head above water. Then shoot the toilet flush handle and a jet of water will launch you high above the toilet and you can glide safely on top of the tank.
5) From the top of the toilet or the top of the sink you can jump down to the tub and either take a jump pad back up to the sink or take the other jump pad up to the top of the dresser.
6) From the dresser you can jump into the wall socket to take you to the top of the medicine cabinet. From there you can either explore the cabinet, walk the shower rod to the dresser, OR jump into the light socket to go to the floor baseboard.
7) You can get into the top heater vents by taking the teleporter from the floor baseboard to the top of the door and from there take the jump pad to a "mouse hole" in the vent system. From here you can a) utilize one of the two vent sniping positions, you can b) translocate to the ceiling lamp to obtain the redeemer, OR c) you can take the one-way shaft straight down. From there you must swim down and over to reach either the floor heater vent or shield room. There's health vials in there but be quick about it... it's a long swim.
NOTE: In order for bots to use the jump pads I assume that once you hit the jump pad you stop pushing the forward key.
And that's how you can get around this level quickly. :)
Jimmypwns
01-01-2008, 05:49 PM
Problem:You removed the redeemer!
Maybe can you add it somewhere in the sink/toilet or put it way up in the mirror or the lamp off the mirror like it was befor becuase without REDEEMER is UT worth playing...not really
Redeemers turn to talk:Add Me!
Lol plz!
mustapha
01-01-2008, 05:52 PM
Problem:You removed the redeemer!
No, actually I didn't. It's still in the ceiling lamp. Where were you expecting it?
Jimmypwns
01-01-2008, 05:54 PM
Oh cool I thought he took it out in the last BathroomIII beta there was no redeemer,and I was mad I thought he left it out again,I'll go find it!
Raze.at
01-01-2008, 06:30 PM
Haha, nice job on the midget-bathtub ^^
And good work on the wallpaper scaling ;)
Sunstrider
01-01-2008, 08:27 PM
Getting the following error, and the map won't play.
This is on two dedicated servers.
Log: ERROR: Server failed to find a package file that it reported was in its PackageMap [BathroomIII]
mustapha
01-01-2008, 08:36 PM
Getting the following error, and the map won't play.
This is on two dedicated servers.
Log: ERROR: Server failed to find a package file that it reported was in its PackageMap [BathroomIII]
I was worried about this. I noticed it after I put it on my dedicated server. It's looking for a package that should not be necessary. I'll try and get a fixed version up ASAP.
NightEye
01-01-2008, 09:09 PM
looks great
mustapha
01-01-2008, 09:11 PM
I've uploaded a fixed version.
http://files.filefront.com/DM+BathroomIII+Beta2azip/;9364168;/fileinfo.html
HELP!
Search Results
Showing 0 games and 0 of 0 files for "DM-BathroomIII_Beta2"
Matching Games & Files: No matching games found.
No matching files found.
woooo
01-01-2008, 09:53 PM
So you have a lamp in t he bathroom o_O!
Sunstrider
01-01-2008, 10:41 PM
I've uploaded a fixed version.
http://files.filefront.com/DM+BathroomIII+Beta2azip/;9364168;/fileinfo.html
Super, I really like the changes, makes it harder for invasion though, they spawn all over, lol. Got it up on an invasion and dm server.
Hope you come out with more, I love the mini-me maps.
mustapha
01-04-2008, 12:52 PM
Hey everyone, I've noticed something weird on my dedicated server. It seems to be weirdly unstable. I think it's the PC or internet connection I have it hosted on but I was curious to see if anyone else had a similar problem.
After hosting the game. The server runs for an indefinite period of time and then quits with no error messages. I have to periodically check the PC and restart the server if it has quit. I have yet to test to see if a similar crash happens if I host a stock level but I plan to test that soon. So far my best two guesses are:
1) Idle timeout: I've never had it quit while people were playing so I figured maybe the server or my connection timed out.
2) Merged ISPs: I've got it hosted on a connection with a dual-WAN router. The game ports are only open for the primary ISP but I was wondering if traffic from the second connection is confusing it. This seems like a slim possibility.
Does anyone have an idea?
mustapha
01-04-2008, 02:35 PM
I was just checking to see how well Google linked to my map and I discovered something annoying. I've found my map posted on file sharing sites without crediting me or linking to the forum discussions.
I appreciate the enthusiasm shown by these re-posters. However it presents a version control problem. When I googled for DM-Bathroom I got more links to Beta1a than for Beta2a. I found three sites that have Beta1a posted but don't have Beta2a. Even today people are downloading the old version.
Also, I like to know how many people have downloaded the map. If people post it elsewhere it means I have to track download counts on multiple sites (but I have to find them first).
Last, this is a beta map. I want feedback. Without crediting me and linking to the forum discission, people have no way of giving me feedback for the final version.
To summarize, I don't mind reposts but I would appreciate that you credit me when you repost post a link to the discussion. Also, if you're going to be reposting, please update the file when I submit a new version.
WrATH
01-04-2008, 02:46 PM
Great remake, loved this in UT99. Any chance of a better wood texture under the sink, best to make use of UT3 textures.
mustapha
01-04-2008, 02:52 PM
Any chance of a better wood texture under the sink, best to make use of UT3 textures.
If someone can point me to better wood textures I'd really appreciate it. I've gone through the packages systematically and I only found three wood texures that even come close. Unfortunately, due to the scale of the map compared to the scale of wood grain, only one of the three stock materials could be scaled appropriately (good detail while preserving grain and avoiding visible tiling). That material is what's used on the baseboard and sink cabinet trim. It's an ugly wood to be used in a bathroom but it's the most detailed one I could find. The others are simply taken from older versions of the level.
So can anyone point me to good wood textures?
PoetSaskia
01-04-2008, 06:33 PM
wow, that looks really great. The wallpaper looks just remarkable. Please, please cook this for PS3 when you are done. I want that map badly.
mustapha
01-04-2008, 08:01 PM
wow, that looks really great. The wallpaper looks just remarkable. Please, please cook this for PS3 when you are done. I want that map badly.
Thanks, :) and I'll definately be publishing PS3 versions as soon as Epic releases the tools.
ShadeMistress
01-04-2008, 08:03 PM
If someone can point me to better wood textures I'd really appreciate it. I've gone through the packages systematically and I only found three wood texures that even come close. Unfortunately, due to the scale of the map compared to the scale of wood grain, only one of the three stock materials could be scaled appropriately (good detail while preserving grain and avoiding visible tiling). That material is what's used on the baseboard and sink cabinet trim. It's an ugly wood to be used in a bathroom but it's the most detailed one I could find. The others are simply taken from older versions of the level.
So can anyone point me to good wood textures?
Wood Workshop is a free Wood Texture generation program:
http://www.spiralgraphics.biz/ww_overview.htm
You can export some pretty big textures from there...
Then CrazyBump them for your Normal/Bump maps:
http://www.crazybump.com/
And viola, nice, big, custom sexeh textures at ur disposal...
pionata
01-04-2008, 08:15 PM
Your map look amazing. Ever thought of doing a ctf version?
mustapha
01-04-2008, 08:15 PM
Wood Workshop is a free Wood Texture generation program:
http://www.spiralgraphics.biz/ww_overview.htm
You can export some pretty big textures from there...
Then CrazyBump them for your Normal/Bump maps:
http://www.crazybump.com/
And viola, nice, big, custom sexeh textures at ur disposal...
Oh my... that will help a lot, TYVM!!!
mustapha
01-04-2008, 08:24 PM
Your map look amazing. Ever thought of doing a ctf version?
I have thought about it. But I'm not sure how it would play. The team base layout would have to be asymetrical. It could be fun but without a LOT of testing, one team would most likely have a significant advantage over the other.
One base would have to be higher than the other and high ground typically has an advantage. The low ground base could be better defended to balance the power. But I'm not sure if people would like that. I've never seen a popular CTF map that's asymetrical.
GoodAndy
01-04-2008, 11:23 PM
It'd be sweet to have a warfare version of this that spans more rooms. Maybe a whole apartment? Btw, the toilet looks funny.
chameleon
01-05-2008, 01:11 AM
Spectacular looking map! I'm a big fan of "rats" maps and the like, keep up the good work!
Lazor
01-05-2008, 08:02 AM
Amazing map. Thanks a lot
MGS4474
01-07-2008, 07:21 AM
It looks great would you be able to port it over to PS3. Thanks
pionata
01-07-2008, 03:26 PM
I have thought about it. But I'm not sure how it would play. The team base layout would have to be asymetrical. It could be fun but without a LOT of testing, one team would most likely have a significant advantage over the other.
One base would have to be higher than the other and high ground typically has an advantage. The low ground base could be better defended to balance the power. But I'm not sure if people would like that. I've never seen a popular CTF map that's asymetrical.
I was more thinking that you could mirror it, and if it's too big make it a vctf map. But man, that's some of the best texturing I've seen so far.
ACE3605
01-07-2008, 03:45 PM
This would be a great map for us PS3 players. It could really show the possibilities of modding to the PS3 UT3 community. This would be awesome if you could cook this one up for us console players. :)
PoetSaskia
01-07-2008, 04:36 PM
yes! and he already said he would cook it! And the cooking tools are released! Cook away! This is my most wanted map! You're the man Mustapha! Bathroom here I come!!
mustapha
01-07-2008, 06:55 PM
Ok, I need some help from the PS3 owners out there. I don't have access to one so I can't test to see if I cooked it correctly.
DM-BathroomIII_Beta2a for PS3 (http://files.filefront.com/DM+BathroomIII+Beta2a+PS3zip/;9397817;/fileinfo.html)
D4rkW4rr10r
01-07-2008, 07:00 PM
will test it right away!
Italianstallion
01-07-2008, 07:01 PM
it works, it unpacked correctly, showed up into the map list correctly, and I am playing it now on my ps3
D4rkW4rr10r
01-07-2008, 07:07 PM
yeah it works correctly! Thx a lot!
Would u make a tutorial for everyone having problems with the ps3 cooking process, if u have the time?
pionata
01-07-2008, 08:51 PM
It works great on the PS3.
As comments I would say the weapon placement seems not ideal (the sniper should be positioned the highest. And some of the corridors need more opening to go back in the action quicker. Also the bots stay stuck around the sink.
Other suggestions:
The drains should have a velocity carrying you down to the bottom fast.
The bath would need more space to fight around and perhaps stuff floating on water (ducks, soaps).
The floor also needs a few more decorations in the way for people to cover themselves.
Its very good, but with some tweaks could be truly outstanding.
Larry L
01-07-2008, 09:02 PM
Oh, man, I'm licking my chops right now. I can't wait for this to hit a site where I can DL this right from my PS3. I've already seen the map on a couple PS3 servers. Thank you, good sir.
I'm so happy the fun has begun!!!
losifer
01-07-2008, 09:13 PM
Holy Cow! Badass! We PS3 owners thank you. This map is too cool!
Herby
01-07-2008, 09:26 PM
I was waiting for this map to be cooked. Thank you very much. Looks and plays great on the PS3.
FlyRice
01-07-2008, 09:54 PM
Thanks mustapha!!! Great map! :D
Grinchy
01-07-2008, 10:34 PM
Wow this is an insanely fun and creative map! Thanks a ton for the PS3 version.
sentence
01-07-2008, 10:40 PM
awesome map, thanks from a PS3 user.
ACE3605
01-07-2008, 11:12 PM
Thanks a lot man! Many of my friends are downloading and lovin' it. Peace! :)
Juice420
01-07-2008, 11:48 PM
Thank you for making my favorite ut3 map so far and bringing it to the ps3. I love the sniper spot from up in the vents. :D
FlyRice
01-08-2008, 12:00 AM
Can you add music into the PS3 version? Or does the PC one have no music as well?
mustapha
01-08-2008, 12:38 AM
Can you add music into the PS3 version? Or does the PC one have no music as well?
There will be music in the next version I release but right now there's no music on PC or PS3.
Larry L
01-08-2008, 03:09 AM
Know what would be really kool to add? Instead of music, just have the steady drip of a faucet. Mabey a flush every once in a while. Mabey even the shower turning on. Just the sound. You know. Some real bathroom ambiance. LOL
[FnG]Bawsy
01-08-2008, 07:58 AM
Is it just me, or is the mirror 'flipped'. Looks very strange...
Apart from that, its a good fun map!
mustapha
01-08-2008, 04:00 PM
This is a long post but it's important for the development of this level. I expect the next release to be the final version (there may be
one after). I've taken a break from development since I released beta2a but I'm now planning for the next release. I have a long list of
things to do but community feedback is very important to me and I'd like to be presented with all ideas for consideration. Below I've tried to recap and reply directly to those who have posted suggestions. If I missed someone I'm sorry.
First, a list of what you can expect in the next release:
-A new tub faucet. I do like the one I have but I didn't create it and I want to use as little of other people's work as I can.
-The box on the dresser will be a facial tissue (Kleenex) box.
-Most likely all the wood surfaces will have new textures that are more suitably colored.
-The shower head will be fixed so the spray side has a smoother look to it.
-The lamp on the desser will have a new base and a proper light bulb.
-I will probably make it easier to walk around on top of the ceiling lamp.
-I hope to improve the look and function of the light sockets.
-The match stick ramp to the dresser light socket should be easier to use.
-I want a better sink pipe system.
-The sink bowl will be replaced with an opaque and more smooth bowl.
-The toilet bowl will hopefully have smoother lighting.
-The toilet tank and lid will be replaced.
-The toothpaste tube will be smoothed.
-I will add music and hopefully ambient bathroom sounds.
-Floormat texture improved.
-I will add a toilet lid.
-I will add a one-way teleporter from the tub soap dish to the heater vent.
-I will bump map the ceiling.
-I will add floor debris for cover.
DS3:
I'll look into making the light map resolution higher and I'll try making things a bit brighter. But I'm not sure how much brighter I want
it. Lower light makes the texures look more realistic. Also, the shadows on the walls from lamps is more pronounced in lower light.
Jimmypwns:
The redeemer has been in my map since beta1a. Some versions of this map have a redeemer in the floor heat vent or in the toilet. I didn't put them there because the redeemer is too powerful and I don't like it being in such easy to access locations. However, in it's current location on top of the ceiling lamp I think it's inaccessable to players without a translocator, multijump, or low grav mutator.
WrATH:
It definately needs better wood textures. That's on the todo list for the next release. Thank you ShadeMistress for the link to Wood Workshop.
pionata:
I'm not sure I'd like the feel of mirroring the bathroom but I'll revist the idea of a CTF version after I release the Final version for deathmatch.
GoodAndy:
I like your idea but it'd be an insane amount of work to make it look good. Just making this one room has taken me a month so far.
pionata:
I don't think I'll add velocity volumes for the drains. The primary purpose of the sink drain is so players can go up simply my holding the
jump key. And the toilet drain can be used in both directions as well. swim up the center of the toilet, shoot the flush handle with a hit
-scan weapon (enforcer, shock rifle, sniper rifle) and it'll propel you into the air. The narrow rin of the tub are intentional. I wanted
each section of the map to have it's own feel. Everywhere else the paths and room are big and open but on the tub you have to be areful or get slowed in the water. I do kinda like the idea of stuff floating in the bath tub. I'll consider that. And your last sugestion about decorations/debris on the floor I like a lot. I'm not sure what I'll put or how much but there will be some stuff.
Larry_L:
I have thought about recording some ambient bathroom sounds and incorporating them. No garantees but you may see this in the next release. Regardless I will be adding custom music. So far it's looking like it'll be a live track from my friend's band (the style is no vocal
progressive metal). Unfortuantely I read a thread today that says custom sounds/music don't cook into the PS3 versions.
[FnG]Bawsy:
Yeah, the mirror is flipped in one axis. Unfortunately, that's the best mirror I can figure out how to implement. The other options are a
fixed position live camera or no mirror effect at all. On a PC at least, the mirror effect doesn't show up in multiplayer games except on
the host PC.
Questions:
Should the level be brighter?
Should I add/move redeemer pickups?
Would people be interested in a CTF version?
What do you think about the rims of the tub? Do they need to be wider?
What debris should I put on the floor for cover? I'm not going to make this a filthy bathroom but it can be a bit cluttered.
Does the mirror show up in multiplayer games on the PS3?
What weapon spawns should be replaced, moved, or removed?
Are there any corridors/rooms that should be enlarged/shrunk (please be specific)?
k1llm3kw1k
01-08-2008, 04:04 PM
Your map was huge last night on PSN. I saw at least 10 mirrors at any point.
Larry L
01-08-2008, 04:24 PM
Don't worry about the music. Though it's a nice touch, that is hardly the most important part. Unfortunatly for the same reasons as the music, we probably won't get the ambient sounds either. Though the whole sound problem may be remedied soon. One of Sony's announcments at CES was that it is getting rid of all copywrite protection on their music formats. So hopefully this will help the mod sound situation.
I don't think it needs to be brighter.
I don't care either way about the redeemer. It's not something I use anyway, but this seems like an easy map to wipe out alot of people at once with that thing.
I don't know how well this map would work on CTF, but if you make it, I'll download it to try it out anyway.
The tub rim is walkable, but you have to pay attention. Shooting and walking that thing at the same time is hard. It could help. It could make it too easy though. Either way.
You gotta have a ribber ducky somewhere, mabey floating in the tub, mabey even on the floor. Some cover would be great. Mabey a toilet rug in from of the comode about as high as the players head, a little lower mabey. And mabey some kind of nice doorstop near the door, again for some cover down that end. Or a clothes hamper somewhere. Just throwin this stuff out there.
Do you mean a mirror to download the map from? I don't think so, but people are putting download sites in the game name header themselves.
I would like one more weapon, mabey even a Bio-gun all the way across from the sink. There don't seem to be any weapons over there unless I was just missing them
I seemed to come to alot of dead ends when I fell in the water under the air vent. I don't know if you can make the path out of there any more obvious or not.
I can't wait to see what thing you do to make this map better, since it's so nice now. You gotta throw in a rubber ducky somewhere though. It really feels like that is the one thing really missing besides some cover out in the wide open floor areas. Two birds with one stone there.
xFirexIcex
01-08-2008, 07:27 PM
Great map!!! It's tons of fun. When can we expect a final release? Will the PS3 final release version release at the same time?
pionata
01-08-2008, 08:38 PM
pionata:
I'm not sure I'd like the feel of mirroring the bathroom but I'll revist the idea of a CTF version after I release the Final version for deathmatch.
pionata:
I don't think I'll add velocity volumes for the drains. The primary purpose of the sink drain is so players can go up simply my holding the
jump key. And the toilet drain can be used in both directions as well. swim up the center of the toilet, shoot the flush handle with a hit
-scan weapon (enforcer, shock rifle, sniper rifle) and it'll propel you into the air. The narrow rin of the tub are intentional. I wanted
each section of the map to have it's own feel. Everywhere else the paths and room are big and open but on the tub you have to be areful or get slowed in the water. I do kinda like the idea of stuff floating in the bath tub. I'll consider that. And your last sugestion about decorations/debris on the floor I like a lot. I'm not sure what I'll put or how much but there will be some stuff.
Questions:
Should the level be brighter?
Should I add/move redeemer pickups?
Would people be interested in a CTF version?
What do you think about the rims of the tub? Do they need to be wider?
What debris should I put on the floor for cover? I'm not going to make this a filthy bathroom but it can be a bit cluttered.
Does the mirror show up in multiplayer games on the PS3?
What weapon spawns should be replaced, moved, or removed?
Are there any corridors/rooms that should be enlarged/shrunk (please be specific)?
Thanks for your reply and taking advices into consideration.
1)The lights level seems fine, but perhaps some lights could flicker? (like the lamp?) (It would make it harder to snipe from there has I was getting killing sprees just sniping.)
2)Keep the redeemer, the map is large enough for it (and with cover on the floor it would be possible to survive.
3)For ctf remove the areas that would become useless (vents, water) or make them as a secondary path (but not too long corridors). Perhaps place the flag behind the lamp?
4)Please make the rim of the tub wider and add stuff on the water. ;) It would be an amazing fighting area.
5)Trash bin, Book holder, Toilet carpet (maybe to vary the floor texture), plunger, pile of towels, bath duck...
6)The mirror does not seem to reflect on PS3 but it still look "ok"
7)Place the weapons where they are the most effective, sniper beside the lamp, shock in a medium sized area (around the bath?), Bio near toilet, Flak in vents, Link neat sink, Too many rocket launcher spawn I think (2 should be the max)
8)A transparent shower curtain 3/4th opened would look great.
Areas I found problematic:
Some inner-box-type (beside the sink) areas are a bit empty perhaps their should be some water spill on the floors, they could look more ravaged inside (broken wood planks, 1 decoration would totally change the mood), the stairs there also make no sense and should be replaced by a jumpad. The higher vent is too long (and fights there would be boring)... I would make a few smaller ones or have multiple grill-like exits; those should be bigger so that they can easily be seen from the floor. The Fan also seems to be too small.
How about a mouse trap that can kill at the redeemer spaw (I didnt find the redeemer anyway unless its on top of the shower?)
...I woudnt take the time to write all of this if I didnt like your map. :)
It is a success already.
FlyRice
01-08-2008, 08:40 PM
A mouse trap in the vents would be cool, maybe put a pickup on the trap so you risk your life trying to get it, if possible. You can toss an open magazine on the floor for some cover. I would be interested in a CTF map, possibly with vehicles. :)
NDN_Shadow
01-09-2008, 02:05 AM
Thanks for cooking this for the PS3! It's really, really popular map online on the PS3, and it's looking like it's the most played custom map.
This map reminds of all the "rats" maps I played in CounterStrike: Source, and it seems pretty well made. Though there are a few things I dislike about the map, I can't really seem to tell what they are yet. One thing that I do advise you do is, increase the lighting and fix some of the water parts, since it's easy to get lost underwater sometimes.
All in all, it's a really good map, and definitely a keeper for me until the next release of this map.
ShadowKoneko
01-09-2008, 01:06 PM
nevermind ^.^
Notorious187
01-09-2008, 01:07 PM
It already is up at UT3MOD.com;
http://www.ut3mod.com/2008/01/deathmatch-map-bathroom-iii-beta2.html
mustapha
01-09-2008, 05:48 PM
Thanks for the responses!
The water below the floor may be a bit confusing to some. I'll try and re-tetxure it a bit in the next version so that it's easier to navigate.
Some tips to navigate the water below the floor...
There are three ways out of there
--a) Obviously you can get in and out from the floor heater vent. You cant go between any of the slats in the vent but there are several openings.
--b) Unknown to most, if you find yourself up in the toilet bowl you can launch yourself out by shooting the toilet flush handle (not all weapons work but the enforcer, shock rifle, and sniper work).
--c) This is a bit sneaky... You may find yourself in the top heater vents wanting health, ammo, or shield belt. Leave your translocator in the vent. Jump down the long shaft (without a translocator, this is a one-way path only), swim down, swim over to the floor heater vent, continue on into the shield belt room. Make sure to move fast or you'll start to drown. Once you've gotten the shield belt you can translocate and end up back in the top heater vent.
I'm very pleased to hear that this map is so popular on PS3. I've been a bit amazed at the number of downloads. As to when you can expect a final release... well I just published this version and I've got a big todo list for the next one so it'll be a few weeks to a month before I'll have the next one published.
Cold_Killer
01-10-2008, 12:11 AM
You gotta have a ribber ducky somewhere, mabey floating in the tub, mabey even on the floor.
I can't wait to see what thing you do to make this map better, since it's so nice now. You gotta throw in a rubber ducky somewhere though. It really feels like that is the one thing really missing besides some cover out in the wide open floor areas. Two birds with one stone there.
Great suggestion! I'd also like to complement you on a very nicely mad level. You can tell you put a lot of hard work and dedication into it.
mustapha
01-10-2008, 12:42 PM
Oh, I meant to ask the PS3 users something. I'm not sure I edited the ini file properly (wrong order). I'm curious if the preview picture shows up when you select the map in Instant Action. Does it show an aerial shot of the bathroom?
Notorious187
01-10-2008, 12:47 PM
Nope, just the standard imported map image.
mustapha
01-10-2008, 12:49 PM
Damn... I thought that might be the case. Thanks for checking.
Omegasyde
01-10-2008, 05:51 PM
mustapha, great map.
I would like to comment on the pipes coming from the sink going down. I understand you can jump into them and swim up, but it took me a while to figure it out. I also believe the area under the sink is a little too dark (default setting for me)
Also could you decrease the gravity a alittle more on the floor so it is easier to jump on the footers? I have to double jump, and wall jump in a corner to get up there. I know you can use the impact hammer too.
Consideration, You know in carbon fire where if someone in the heat cylnder (trash bin pit) and you shoot the botton they get cooked?
Wouldn't it be hilarous if you did the same effect for people swimming in the toilet bowl?
mustapha
01-11-2008, 03:10 PM
Thanks for the suggestions Omegasyde.
I have to agree that the area under the sink is unpolished. The lighting is dark. Realistically it would be since it's at an angle to the lights that would restrict light flow into the cabinet. However, if I was going for realism the room underneath that would be dark too... I'm not sure if I want the cabinet lighter or not. One of my prime concerns with the design of this level is that I want each section of the level to have it's own unique feel. I'll probably turn the light up a little though. The sink pipe... I'm not happy with how I made this and it'll definately see some change before the next release.
I know it's not obvious you can go up through the sink. However, without adding prompt messages I'm not sure how better instruct players. I've sorta been thinking of it as... "Well I described how it works in the Readme and in the forum post so those that read about or noticed the behavior get an advantage." I remember in the first version I played there were several tricks that I had to observer other players use before I could figure them out.
The best example of that is the Toilet Paper lift. If you don't see someone use it or if you don't read about it then you're unlikely to discover it's there.
It's funny you mention the flush kill mechanism. I though of that quite a while back and vaguely remember it being in some previous versions of the level. However, instead of a kill mechanism I went for a "Cherry Bomb" or "Bidet" mechanism. This is primarily because people were complaining about having no alternate routes to higher ground. From the floor you can lift yourself up using the TP lift, jump into the toilet, shoot the flush handle, and lunch yourself up (move forward to get on top of the toilet tank).
If you see someone go into the toilet, shoot the flush handle. This will propel them into the air where you can pretend you're skeet shooting.
Lower Gravity... well again I've played with this idea but I ran into two problems. First, it shouldn't be too easy to get on the baseboard. It's easy with translocator and it's possible with double jump. The floor is intended as a continual war zone. It sholdn't be easy to get away (although I do plan to add cover locations on the floor). Second, there's a sweet spot with the gravity settings. If I lower it much more you can't jump much higher AND you fall far too slowly. Lowering the gravity even doesn't give the same effect as turning on the LowGrav mutator. If you want lower gravity then I suggest turning on the LowGrav mutator. I think most servers hosting this level (PC a least) have LowGrav turned on.
What should I do about the navigation tricks? Leave as is for elite players or make them more obvious (I think the level will suffer aestheically with this option).
Toilet flush... Kill or launch?
Gameslaya
01-11-2008, 04:02 PM
Leave the navigation tricks subtle. It's nice for some mystery to be around.
The toilet, however, should kill when you flush it. But make it so that it's only able to flush, like, every 30 seconds. (The tank does need to refill itself in real life, eh? You could even have the tank noise going on for 30 seconds until it stops, signaling to you that a flush is ready.)
If the toilet launches you in the air, well... it's not so realistic. However, you could make a cool gimmick where there are two toilet handles on both sides. One flushes, one launches.
You could also add an easter egg to where if someone gets a triple kill with the flush, the toilet will clog and overflow a bit of water everywhere. :D
As for cover on the ground, you could make it look like a wastebasket fell over, scattering TP cardboard tubes, bits of toilet paper with dried up crap on it, used q-tips, you name it.
FlyRice
01-11-2008, 07:03 PM
Leave the navigation tricks, it's fun finding out about them. As for the toilet, I think you should leave the flush handle function as it is, but add a button on top of the tank that can kill anyone inside, like this toilet shown:
http://www.dirtcheapfaucets1.com/product-images/D14023.jpg
Also, I think you should hide a redeemer somewhere in the drains possibly in a hidden location to reward those that like to explore. Maybe fix some weapon placement as well, such as adding sniper rifles on top of the dresser and toilet tank and removing the one between the tub and the sink. I can't wait to see your final version! :)
Lexx000
01-20-2008, 10:05 PM
Toilet flush should kill!. My two cents, just played this level and WOW, I love it!
I did find that once I got up high on the very top run, I was looking for a sniper rifle at the first grate that you reach after taking the jump pad, but saw that portal and then ran to the end of the path up there and then dominated from up high with the sniper you put there. I would love to see another hallway up there coming from the other side, with some more "perching" areas. Maybe a way of connecting them? Funny thing, I just played this, and didn't see a bathroom fan? That might be a cool place to add a redeemer, and as a suggestion, why not have it available via the toilet?
If someone doesnt flush, you go into the toilet and hit a pad or portal and are teleported to the bathroom fan.
This might be asking for too much, but it would be cool to have the people on the bathroom grates that surround the very ceiling, to have a clear sniper shot to the bathroom fan where a person might get the redeemer. That would prevent pure ownage
with the redeemer as well.
I loved this level, I can't wait to see what other ideas you have up your sleeve!
Still shocked by the wallpaper, it was so REAL looking!.
Cheers,
Lexx000
snookeis
01-20-2008, 11:08 PM
BEAUTIFUL! It is just outstanding I love maps like these that make you feel so small lol. Amazing work and thank you so much for cooking to the ps3 :D
djrussell
01-21-2008, 05:50 AM
Awesome map dude! Looking forward to the full release.
Lexx000
02-02-2008, 05:02 PM
Hello,
Wanted to come back and let you know that I have played this map tons of times with my group, and we are having a blast.
Can't wait till you make it final, can't wait to see what else you have planned.
Love this map!.
Cheers,
Lexx000
FreEp
02-16-2008, 04:42 PM
Bump! Any updates? I'm looking forward to the full release. :D
Isaac Conrad
02-28-2008, 05:48 AM
My game crash when I try to play this map. There was no error with the precedent version. Anyway, great work and good luck !
Vonhammer
02-28-2008, 08:16 AM
just put on ps3 and I've still got a smile on my face good job and am recormending this. I think some areas are to dark,
FreEp
03-07-2008, 08:55 AM
Are you planning to release full (final) version of this map, or beta2a is the final? Answer please.
FlyRice
03-21-2009, 05:21 PM
Are you still working on this?? Would be nice to have the final version!
HO0815XX
03-21-2009, 10:37 PM
Are you still working on this?? Would be nice to have the final version!
I think, its still dead !
I'd say go with a clearer water material. You can't see through the water on those pics.
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