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#1 |
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Senior Member
Join Date: Nov 2007
Location: North Carolina
Posts: 751
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Full version is now available here: http://utforums.epicgames.com/showth...1#post25179381
Name: DM-Shrine Version: Beta Description: A small map consisting of a ruined building atop a spire of rock rising out of the sea. Narrow walkways run around the outer and inner edges of the building while a long tunnel cuts through the rock underneath it. A shield belt waits on the roof, a damage amplifier behind the statue, and a Redeemer can be found halfway down the tunnel. Players: 2-6 Download: http://artrever.website12.com/Stuff/DM-Shrine.zip Screenshots: ![]() http://artrever.website12.com/Stuff/shrine1.jpg http://artrever.website12.com/Stuff/shrine3.jpg http://artrever.website12.com/Stuff/shrine4.jpg Comments: I used to make a lot of maps for the original Unreal Tournament, but mapping has come such a long way in UT3 that you might as well consider this my first attempt. Because this was a learning process I started with something very small and straightforward and then tried to make it as polished as possible. Any kind of constructive feedback is welcome, but in particular I’m interested in hearing about item placement, collision bugs, optimisation, and any suggestions for improving the looks of the thing. I also have a big problem with the fire particle effects I made – on low World Detail settings they only seem to spit out one flame per second or so, which looks terrible. Can anyone tell me how to make the effect stay the same no matter what your detail settings are? Thanks in advance for any advice. Last edited by Setheran; 12-18-2007 at 07:11 AM. |
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#2 |
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Senior Member
Join Date: Jun 2004
Posts: 8,125
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I can't comment on DM gameplay, but it looks very interesting! Maybe needs some more directional light/shadow (I can't really tell which way the sun is by looking at the shadows), and definitely needs less obviously tiling texturing on the floors.
You might also want to decorate the floors a little, place pathways and stuff... just visual. If you check out Epic's work you'll notice that they rarely just cover a flat floor with a single texture and leave it at that.
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#3 |
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Senior Member
Join Date: Nov 2007
Location: North Carolina
Posts: 751
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Thanks for the feedback. You're right about the floors, but I just couldn't find any meshes that would match and have no means of making my own yet. I realised too late during decoration process that there's very little in the available packages that would belong in a medieval-styled map like this; everything seems to either be futuristic or oriental.
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#4 | |
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Senior Member
Join Date: Jan 2003
Posts: 6,933
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Quote:
For the floor: Some meshes form other packages can look sort of medieval if put in that context. I for example found some meshes for a Necris map in the LT package that don't look out of place in a Necris. And they were used for the floor as I desperately looked for stuff to decorate that too. |
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#5 |
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Banned
Join Date: Jun 2004
Location: The Pits of Hell
Posts: 6,193
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This is a really good map ... it looks good and plays great ... the flow is excellent and you never have time to just stand around. The bots work very well with this map as well ... going for the AMP and the shield belt ... good job. I played the map with 3 bots and using Max settings and 4xAA @1680x1050 and the map ran at full speed ... no slow downs at all so good job not overdoing adding things in which might take away from fps when playing. I really like this map ... it is like having another RisingSun type map to play on as it seems to be around the same size and have the same mix of outside fighting and running through the structure you have made. Looking forward to seeing this in the final section.
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#6 |
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Senior Member
Join Date: Dec 2004
Location: Canada eh
Posts: 3,827
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Looks like Sanctuary except smaller and more brown.
__________________
"Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet." Avid supporter of RuneStorms "Ballistic Weapons" mod. Project Leader of UT3Dom (Domination). |
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#7 |
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Banned
Join Date: Jun 2004
Location: The Pits of Hell
Posts: 6,193
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I am hoping that you will add some health at the top of those columns that you jump down onto after you grab the shield belt .. that would be really nice because sometimes by the time you get up there you are low on health ... having a 20 health or some vials on the tops of the columns would solve this issue and add to the visuals a bit as well. Other than that I can't see anything wrong with the level ... the lighting is really good and appropriate and you didn't over do the blur effect. The Amp is in a great spot although I do wonder if it too close to the redeemer since you can just drop down. Maybe switch where it is with the location of the shield belt? Well in any event this map is so perfect for 4 bots it is becoming one of the maps I play over and over ... the flow is really that good.
Edit: Two other things I noticed ... the sound of the flames where the RL is well the flame sound is a bit too loud so tone that down a bit please. Also the textures on the top sides of the columns looks distorted ... like you stretched it around those tops so maybe try and address that. Last edited by AnubanUT2; 12-15-2007 at 03:15 AM. |
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#8 |
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Senior Member
Join Date: Nov 2007
Location: North Carolina
Posts: 751
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Thanks again for the feedback. Health vials on the columns might be a good idea since the shield belt isn't going to be there 90% of the time you go to the roof (the bots always beat me to it, anyway). I'm not sure about switching it with the damage amp, though, as it just makes more sense to me to risk death on that little ledge for extra killing power rather than armour. I'm considering just removing the Redeemer altogether as there's a lot of power-ups for such a small map, but that tunnel just seems like the perfect place to put one. I may also try filling the tunnel itself with more clutter and wooden platforms so that it's less of a straight line from one end to the other.
I'll definitely make sure to tone down all the ambient sounds in general for the next version; they seem much louder in the game than they do in the editor. |
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#9 |
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Banned
Join Date: Jun 2004
Location: The Pits of Hell
Posts: 6,193
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I like the redeemer on this map so please do not get rid of it. Although I do agree that the tunnel would look better with a couple more static meshes. But it doesn't matter I play this level a lot ... it is probably my favorite small map atm.
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#10 |
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Member
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Looks very nice, will try it out asap
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