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  1. #1
    Redeemer
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    Dec 2001
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    Default [MAP BETA+pics] CTF - Razzia

    OK, my first ut2k3 map.

    Flag-to-flag, it's the same distance as Magma, but... overall it is bigger in scale given the terrain and design.

    Lots of paths, lots of sniper spots, lots of streams and mountains.

    Here's some 512x256 pics (the preview shots). Yeah, yeah, i know they are small and dark...











    Expected changes:

    - add collision back to trees
    - smooth paths and light up sniper points
    - add glass windows to bases
    - fix death bug where you fall through meshes when dead
    - redo outer terrain as skybox, to stop "blinking"

    I need feedback on:

    - optimization/fps tweaks
    - lighting/brightness (i.e. i got it really dark now)
    - gameplay "incentives" (i.e. item placement)
    - bugs

    download the beta - FIXED FILE
    Last edited by legacy-TseTse; 01-29-2003 at 12:14 PM.

  2. #2
    Redeemer
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    Default

    Sorry to say it, but your file seem to be corrupt
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  3. #3
    Redeemer
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    Default

    Fine for me.

  4. #4
    Redeemer
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    Default

    Ok, I'll give it another go
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  5. #5
    Redeemer
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    Default

    LOL I get connection failed when I try to fire up this baby in instant action.
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  6. #6
    Redeemer
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    Default

    got that aswell. :weird:

  7. #7
    Redeemer
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    Default

    damn, it is the .01 in the map name

    i uploaded renamed, verified version.

    DOWNLOAD BETA MAP

    sorry gang, give it another shot

  8. #8
    Redeemer
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    Dec 2001
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    Default

    BTW, in terms of feedback...

    This is a LARGE, outdoor map. It's designed to leave room for a LOT of sniping action (never thought i'd be saying that). This is intentional, along with the darkness. While the mountains go way, WAY, WAAAAY off in the distance, ive set up blocking volumes around the 'arena' area. The idea is to get folks to use the many paths out of the bases, and to take full advantage of the verticle elements.

    I don't know how many hours i've spent on this map, but it's many hundreds...

    For really getting a sense of the map, i'd advise running with a few bots on Masterful (up to 9 if your system can handle it). Trust me, this map takes a few minutes to really get into and understand, in terms of gameplay dynamics.

    You will NOT get ultimate fps. I'm beta testing this map, and could particularly use real technical, constructive analysis of the map towards that end. I've benchmarked fps against ctf-magma. It's the same size, flag to flag, and similarly outdoors (and relying on meshes and terrain). However, on my pathetic system, im getting better fps than ctf-magma right now. So, please keep that in mind.

    I wanted to make a 10-20 person, outdoor map knowing full well the challenge of doing such. I come immediately from Tribes2 mapping, and wanted to see/show what this engine could do with outdoor maps (it was originally day-time, with high visibility of the entire massive mountain range).

    But i also want this puppy to be playable for those who dont jack up their systems and insist on 1000 poly maps.

    Finally, this map has also been designed with an upcoming STG: Tribal Mutator in mind (which adds weak jetpacks).

    I really want feedback on optimization and tips on where to add more lighting. I'd love feedback on real gameplay issues, although i can't honestly say i will be redoign caves in max or major restructuring.

    THe bots use many paths when you set them at Adept or higher, so let them help show how this map really plays...

  9. #9
    legacy-LowGravUT
    Guest

    Default

    Wow... you've really put a level of thought into this that most don't, and it's refreshing.

    I look forward to testing this tonight.

  10. #10
    Redeemer
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    Default

    cool, ill take any feedback i can get

    discussion also going on at http://forums.unrealplayground.com/s...threadid=10471

  11. #11
    MSgt. Shooter Person
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    Oct 2002
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    Default

    TseTse,

    Here's my constructive criticism. The map fps performance is decent and pretty stable throughout for a large map. The terrain looks rather bland and the water very artificial. The fog effect (i think its fog) that makes the mountains draw off in the distance causes a lot of flickering of things drawing on the screen and then disappearing. The bases are well done. I think you should try to match the ponds with the waterfalls appearance more closely. The map may be a little too dark in areas even for sniping. Also, there are a lot of spots where you can walk into the terrain. Looks like you're making good progress... keep up the good work.

  12. #12
    MSgt. Shooter Person
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    Jan 2003
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    Default

    Wow that map is amazing looking! It does have a few problems though. The mountains in the back flicker a lot, and the waterfalls need some work. Also you need to up the lighting just a little bit. I can tell you spent a lot of time on this map, its huge and very nice! I like your use of scaling on static meshes to make other things! I've never seen people use some static meshing like that. :up: Keep workin on it

  13. #13
    Redeemer
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    thanks for feedback. glad folks are generally liking it. has much more work before i'll be comfortable releasing it.

    yah, i got a list of stuff. here's some of the big things...

    - pull out background terrain to sky box, to stop the "flickering"

    - redo water, as normal brush, instead of fluidsurface. remove tint on water and add lots of fish and stuff underneath

    - reset all priorities on Locations so that folks can always clearly state where they are in the map

    - tweak lighting around flag and bring up lighting in some of the dark spots, and all around the bases

    - add texture layers to terrain, and make all steeper surfaces look more realistic

    - make new lamps

    - make new jump pads

    - more ammo

    - more "signals" for orientation within the map, perhaps using banners and more colorful indicators like the crystals

    - breakable glass in base windows

    - tons of other little detailed issues, like collissions on meshes and optimization tweaking

  14. #14
    Redeemer
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    Default

    Great looking map. To bad its so large. You are bound to get lost. I wish mappers would try to think about maps suitable for clanwars too.
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  15. #15
    Redeemer
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    Originally posted by Grimmen
    Great looking map. To bad its so large. You are bound to get lost. I wish mappers would try to think about maps suitable for clanwars too.
    honestly, i wish competition people would stop complaining about not having enough small 8-14 person maps.

    look at the server lists. gaming is about pubbing. and ut2k3 ctf is about 14-20 players.

    imho, most maps which came with the game are small and clan oriented.

    so... hence why i started with a large, outdoor map.

    i see myself as filling a niche that folks are WAY TOO quick to undermine: larger pubs.

    i dont see why that should call for criticism... in fact, one could argue that the future of any online game PRIMARILY has to do with the quality of the pubbing... not the clan experience.

    PS. the most popular games online right now have BIG servers and BIG clan matches. so why is it that so-called clan maps cant be 10-20 players in ut2k3 ctf? i dont grasp that. maybe more folks in ut2k3 would be interested in clans if they played... larger and more strategic maps?

  16. #16
    Redeemer
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    Default

    Originally posted by TseTse
    honestly, i wish competition people would stop complaining about not having enough small 8-14 person maps.

    look at the server lists. gaming is about pubbing. and ut2k3 ctf is about 14-20 players.

    imho, most maps which came with the game are small and clan oriented.

    so... hence why i started with a large, outdoor map.

    i see myself as filling a niche that folks are WAY TOO quick to undermine: larger pubs.

    i dont see why that should call for criticism... in fact, one could argue that the future of any online game PRIMARILY has to do with the quality of the pubbing... not the clan experience.

    PS. the most popular games online right now have BIG servers and BIG clan matches. so why is it that so-called clan maps cant be 10-20 players in ut2k3 ctf? i dont grasp that. maybe more folks in ut2k3 would be interested in clans if they played... larger and more strategic maps?
    Well that sounds like they should be playing either Battle Field 1942
    or maybe Tribes 2. btw I was not critising just stated my opinion but I guess you missed that I said the map was good looking. Well well...
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  17. #17
    Redeemer
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    Default

    let's save this for the General Discussion and stick to real map feedback.

    i appreicate the apparent compliment, but not the final slam. sorry, but im sick of whiners saying that crap all over these forums... kinda takes away from the apparent compliment.

  18. #18
    MSgt. Shooter Person
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    Default

    Wow! Screens look nice! I DL'ed the beta, but am going on vacation. So I guess the final will be ready by the time I get back. good job!

  19. #19
    Redeemer
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    lol thanks

    im actually in no rush with this one, although should be done in a week or so.

    already started two other map projects, and helping my team with a mutator so...


 

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