GoodAndy
01-20-2008, 05:18 PM
Title: Street Chamber
Version: 1.0
Gametype(s): Deathmatch, Duel, Team Deathmatch
Recommended Players: 2-10
Theme(s): A strange street section with six concrete blocks in the middle. A bunch of bright green lights, purple spot lights, and down a hole you'll find red lights. There is a little bit of foliage in a few places, but not so much to make it look crazy.
Weapon(s): Flak Cannon, Shock Rifle, and Rocket Launcher
Vehicle(s): None
Bot Support: They seem to work just fine.
Cooking: Both PS3 and PC.
This is my very first map so please don't be so harsh on me. I've been really wanting to make UT maps since UT2003 and now I've finally got a computer good enough to make maps. But still, building light usually takes 2-10 minutes even on some not so complex stuff. Here lately it's been going faster though and I don't know why.
I mainly wanted to make a map that was fun to play before I wanted to make a good looking map. Tell me what you guys think.
With it being finished there are a few things changed. A few extra lights have been added so you didn't feel like an idiot in pitch black. Bots are a lot smarter than they were. They now leap and jump around the map more fluidly instead of walking around to the ramps just to get to the lowest level. Some of the player starts have been tweaked (and quite frankly I might need to tweak some more). But I think that's it.
Something I mentioned before during my testing posts:
----
I tried to go with a good floor plan. I thought of the fact that I want to keep the players moving. I think I figured it out, there are no weapons on the lowest section, just ammo, health, and the udamage. The second level there is 1 shock rifle, 1 flak cannon, 2 shock cores. On what I call the second and a half level, there is of course the armor (which I might change to the berserker or shield belt, but I really like how it is now). And lastly, the top area has two spawn points for rocket launchers. This forces users who start on the lower floor to quickly move up for weapons, and those who start up top want to get to the udamage, or some ammo. The middle area start points...I usually go after the rocket launcher after quickly picking up a shock rifle or flak cannon. I made sure to make the udamage the hardest place to quickly get in and out so they have to earn it. The "they have to earn it" motto is what I tried to go by for a lot of things. I used it for the rocket launcher and the armor.
----
Things I haven't done but I might do in the future:
Add screen shots to the map files so you see a preview in game.
Add better reverb and sounds.Download DM-StreetChamber.zip (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/DM-StreetChamber.zip) for PC
Download DM-StreetChamber/USERDATA.JAM (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/USERDATA.JAM) for PS3
This is not the version found on UT3mod.com. That version was 0.4a. But there aren't many differences.
http://utinfinity.com/attachment.php?attachmentid=32
http://utinfinity.com/attachment.php?attachmentid=33
http://utinfinity.com/attachment.php?attachmentid=34
http://utinfinity.com/attachment.php?attachmentid=35
http://utinfinity.com/attachment.php?attachmentid=36
http://utinfinity.com/attachment.php?attachmentid=37
http://utinfinity.com/attachment.php?attachmentid=38
Download DM-StreetChamber.zip (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/DM-StreetChamber.zip) for PC
Download DM-StreetChamber/USERDATA.JAM (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/USERDATA.JAM) for PS3
Version: 1.0
Gametype(s): Deathmatch, Duel, Team Deathmatch
Recommended Players: 2-10
Theme(s): A strange street section with six concrete blocks in the middle. A bunch of bright green lights, purple spot lights, and down a hole you'll find red lights. There is a little bit of foliage in a few places, but not so much to make it look crazy.
Weapon(s): Flak Cannon, Shock Rifle, and Rocket Launcher
Vehicle(s): None
Bot Support: They seem to work just fine.
Cooking: Both PS3 and PC.
This is my very first map so please don't be so harsh on me. I've been really wanting to make UT maps since UT2003 and now I've finally got a computer good enough to make maps. But still, building light usually takes 2-10 minutes even on some not so complex stuff. Here lately it's been going faster though and I don't know why.
I mainly wanted to make a map that was fun to play before I wanted to make a good looking map. Tell me what you guys think.
With it being finished there are a few things changed. A few extra lights have been added so you didn't feel like an idiot in pitch black. Bots are a lot smarter than they were. They now leap and jump around the map more fluidly instead of walking around to the ramps just to get to the lowest level. Some of the player starts have been tweaked (and quite frankly I might need to tweak some more). But I think that's it.
Something I mentioned before during my testing posts:
----
I tried to go with a good floor plan. I thought of the fact that I want to keep the players moving. I think I figured it out, there are no weapons on the lowest section, just ammo, health, and the udamage. The second level there is 1 shock rifle, 1 flak cannon, 2 shock cores. On what I call the second and a half level, there is of course the armor (which I might change to the berserker or shield belt, but I really like how it is now). And lastly, the top area has two spawn points for rocket launchers. This forces users who start on the lower floor to quickly move up for weapons, and those who start up top want to get to the udamage, or some ammo. The middle area start points...I usually go after the rocket launcher after quickly picking up a shock rifle or flak cannon. I made sure to make the udamage the hardest place to quickly get in and out so they have to earn it. The "they have to earn it" motto is what I tried to go by for a lot of things. I used it for the rocket launcher and the armor.
----
Things I haven't done but I might do in the future:
Add screen shots to the map files so you see a preview in game.
Add better reverb and sounds.Download DM-StreetChamber.zip (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/DM-StreetChamber.zip) for PC
Download DM-StreetChamber/USERDATA.JAM (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/USERDATA.JAM) for PS3
This is not the version found on UT3mod.com. That version was 0.4a. But there aren't many differences.
http://utinfinity.com/attachment.php?attachmentid=32
http://utinfinity.com/attachment.php?attachmentid=33
http://utinfinity.com/attachment.php?attachmentid=34
http://utinfinity.com/attachment.php?attachmentid=35
http://utinfinity.com/attachment.php?attachmentid=36
http://utinfinity.com/attachment.php?attachmentid=37
http://utinfinity.com/attachment.php?attachmentid=38
Download DM-StreetChamber.zip (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/DM-StreetChamber.zip) for PC
Download DM-StreetChamber/USERDATA.JAM (http://newkinddesigns.com/uti/goodandymapfiles/DM-StreetChamber/USERDATA.JAM) for PS3