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  1. #1
    MSgt. Shooter Person
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    Post Dm-Nitro 2 public beta

    Name: DM-Nitro 2
    Version: beta 1
    Compatibility: UT2004
    Description: Nitro Facility ][
    Comments: Remake by Moxnix
    Screenshot:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Credits: layout based upon Eric "Ebolt" Boltjes original UT map DM-Nitro
    Homepage:
    Download:
    http://s95265203.onlinehome.us/2004/...tro2-beta2.zip
    Last edited by legacy-{DAM}MoxNix; 09-23-2004 at 02:12 AM.

  2. #2
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    Mox..first run through...this is awesome.!:up: nothing to report yet..will be putting up on Arcade tonight as I see no glaring flaws..

  3. #3
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    yay put it on frogger's arcade!! i love your server lol... map looks amazing to me. I'll try it on frogger's

  4. #4
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    Thanks!

    It really does need online testing with 8 or so players (TDM in particular). The original was a pretty good TDM map for UT but I'm not certain if this remake is large enough for TDM in 2k4.

    Weapons and ammo are in the familiar places but I've rearranged powerup placement.

  5. #5
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    ok..it's up we had a couple matches on it...everything seems in place..i had feeling of lack of weapons in some of the bigger rooms...but i was getting my ass kicked..so that may have been the reason..

  6. #6
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    Originally posted by frogger187
    ok..it's up we had a couple matches on it...everything seems in place..i had feeling of lack of weapons in some of the bigger rooms...but i was getting my ass kicked..so that may have been the reason..
    Lol, I suppose I had a bit of an unfair advantage... Map knowledge overcomes ping again. I thought it handled 8 players very well.

  7. #7
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    felt better second time...moslty because i wasn't gettign owned SO badly..i do think maybe a little addition/changing of weapons would help. I definatley think its big enough for 5v5 TDM.. ..

  8. #8
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    It's up on Roadkill Cafe too now.

  9. #9
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    it's perfect for 4v4 really cool map

  10. #10
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    looking good moxnix:up: :up:

    though it is a little dark, that large lava pipe in the middle could do with having a brighter and more stronger light.

    those lights on the walls, maybe do some fancy BSP work and cut them in, and possibly make them blue with a nice corona while your at it make them brighter.

    also looks like you've got a skybox, but its to dark to see properly, get a nice sunlight actor in there wiht moonlight.

    maybe also some different colour lighting as most of the lighting is orange.

    i'ii d/l and give it a try and leave you more feedback

    nice work so far:up:

    MsM

  11. #11
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    Originally posted by Yournan2000
    looking good moxnix:up: :up:

    though it is a little dark, that large lava pipe in the middle could do with having a brighter and more stronger light.

    those lights on the walls, maybe do some fancy BSP work and cut them in, and possibly make them blue with a nice corona while your at it make them brighter.

    also looks like you've got a skybox, but its to dark to see properly, get a nice sunlight actor in there with moonlight.

    maybe also some different colour lighting as most of the lighting is orange.

    i'ii d/l and give it a try and leave you more feedback

    nice work so far:up:

    MsM
    Too dark or too bright depends a lot on your settings, but I'll keep your comment in mind. If a lot of others say the same I'll brighten it a bit. I use default in game brightness/contrast/gama settings to minimize this problem as much as possible, but that doesn't take system video settings or hardware differences into account.

    The light around the molten metal stream in the center is quite bright as is and doesn't look very good at all if it's any brighter than that.

    The light fixtures on the walls were inset at one time, I removed the insets because it both looks better (IMO) and performs better on older cpus (my old A1800+ for instance) this way.

    Those lights on the walls are blue, albiet with low saturation. What most would call blue/white light. Besides blue and orange lights, there are yellow (molten metal streams and furnaces) and green lights (slime pits, link room floor and flak room) too.

    Every light doesn't need a corona. The orange ones (mostly) have coronas and the blue/white ones don't. I am considering removing some of the existing coronas and maybe adding some new ones.

    Actually most of the lighting is blue. Including the sunlight actor (simulating moonlight) in the skybox.
    Last edited by legacy-{DAM}MoxNix; 06-22-2004 at 12:41 PM.

  12. #12
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    yup maybe a little bit brigther seems not to care .. but then again it also depens on your own settings.
    Also i like the map FPS based .. very good ... last time i test hmm before this beta was ut i had 85 fps all the time with ultra high
    I dont get this on deck17
    So if the littlbit lighting has nothing to do with the preformens, i would agree

    But it's a great map and like i told ya before :heart: the amp spot is SO nice :up:

  13. #13
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    Originally posted by ^ngelus
    But it's a great map and like i told ya before :heart: the amp spot is SO nice :up:
    Thanks! Even though Nitro was one of my very favourite UT maps I allways thought powerup placement (amp in particular) wasn't very well balanced. I think the new amp location works a lot better.

    Maybe there are too many health packs and vials now, especially since I replaced the old supershield with a keg (as suggested by an early alpha tester). I'll probably remove the vials under the keg and I might remove a few health packs in the end too, but I'd like to get some feedback on that first.

    BTW, for those who haven't figured it out amp is reachable by walldodge (from top on link side), wallshielddodge (from snipe) and by shield jump from below. Keg is reachable by liftjumpwalldodge off the lift and by shieldjump from below. On higher bot settings (adept and up) bots will get them too.

  14. #14
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    my personal feeling is that powerups in any map should be reachable by double-dodge jump or less....90% of players (including myself) can't consistently make a walldodge (from top on link side), wallshielddodge (from snipe) or liftwalldodge....this gives an even bigger advantage to the already more skilled players (IMO)

  15. #15
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    Originally posted by frogger187
    my personal feeling is that powerups in any map should be reachable by double-dodge jump or less....90% of players (including myself) can't consistently make a walldodge (from top on link side), wallshielddodge (from snipe) or liftwalldodge....this gives an even bigger advantage to the already more skilled players (IMO)
    Not really.

    I made the trick jumps to powerups difficult to perform under pressure. In fact for most players (including myself) they're not exactly easy jumps even with no pressure. AFAIC, anyone who can make those trick jumps consistantly while under pressure, is willing to take the risk of making himself such an easily predicted target and gets away with it, deserves to get the powerups.

    The shieldjumps are much easier to make, far less risky to use and anyone should be able to perform them reliably with a bit of practice.

  16. #16
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    Originally posted by {DAM}MoxNix
    Too dark or too bright depends a lot on your settings, but I'll keep your comment in mind. If a lot of others say the same I'll brighten it a bit. I use default in game brightness/contrast/gama settings to minimize this problem as much as possible, but that doesn't take system video settings or hardware differences into account.

    The light around the molten metal stream in the center is quite bright as is and doesn't look very good at all if it's any brighter than that.

    The light fixtures on the walls were inset at one time, I removed the insets because it both looks better (IMO) and performs better on older cpus (my old A1800+ for instance) this way.

    Those lights on the walls are blue, albiet with low saturation. What most would call blue/white light. Besides blue and orange lights, there are yellow (molten metal streams and furnaces) and green lights (slime pits, link room floor and flak room) too.

    Every light doesn't need a corona. The orange ones (mostly) have coronas and the blue/white ones don't. I am considering removing some of the existing coronas and maybe adding some new ones.

    Actually most of the lighting is blue. Including the sunlight actor (simulating moonlight) in the skybox.
    for the molten metal pipe maybe use small lights wiht high brightness and low radius and low saturation around the pipe to give it a hot glow, then around the pipe use the lighting what your using now? personally i don't feel that pipe is "hot" give a more glow to it and it should be ok, though this is from the screens and sometimes there difficult to tell.

    the insets shouldn't really effect a lot on your CPU, a smal lamount of BSP cut in wouldn't do that much, i think its in Alpu2 and maybe DM-Slam they do this and its works a treat, maybe give it another go asee how it goes? . As for the lighting colours maybe make that blue sharper so it cna be seen looks more white than blue, and seems there's only one screen which show orange and blue/white how can i know theres green and yellow in there:sour:?

    Every light doesn't need a corona
    i didn't even mention coronas, are you trying to imply something?:weird:

    beef that sunlight actor up with a little more saturation, maybe try using lightmaps of 4 or 6 and see what difference it makes.

    i'm downloading now so i'ii give it a go and give you more feedback later.

    MsM

  17. #17
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    Originally posted by Yournan2000
    i didn't even mention coronas, are you trying to imply something?:weird:

    i'm downloading now so i'ii give it a go and give you more feedback later.
    MsM
    You mentioned putting coronas on the blue/white lights.

    Please do download it, you'll find a lot of the stuff you suggested has been there all along.

    For example, nearly the entire map uses lightmaps of 16 or less, except unlit or unseen surfaces. In fact a lot of surfaces have a lightmap of 4.

  18. #18
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    This is a very nice map. It had really great fps and flow. =)

    Post it at esreality if you want feedback on weaponplacement and general competitive play, cause I can see this being played a lot.

  19. #19
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    Originally posted by drakiR
    This is a very nice map. It had really great fps and flow. =)

    Post it at esreality if you want feedback on weaponplacement and general competitive play, cause I can see this being played a lot.
    I just might do that.

  20. #20
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    Please please please please replace the sniper with a lightning gun ^^

    And I have to agree about the powerups being hard to reach (keg and DD). Everyone should be able to reach powerups without using trickjumps but you should at the same time make the easier way slower so that you can be rewarded for taking a chance with the harder route... imo

  21. #21
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    ok mate, downloaded your map and heres the feedback

    the lights on this screen are way to bright on the wall, lower the radius and use less saturation to make them stronger and lower the radius, maybe a corona will be good in these ground lights.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    its naked! this wall is totally blank. add some pipes in the wall and cover them up with some grill and put some strong but low radius lighting behind it.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    looks very newbie mapper-ish around here. a simple curved wall with pipe mesh just dropped there. make this more interesting, add again a small light strong brightness and saturation and cover it up with some cables and add some mesh in front of it.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    newbie mapper syndrome again, blank walls and ceiling. spice the ceiling up by making a cut and raise it, in here add some cables and pipes. in the corners add some pipes and supports.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    again newbie mapping syndrome, ceiling needs to be better instead of just flat and you lights try adding some spotlight actors and a light by the light meshs with a high brightness and low radius and low saturation, this makes the light look like its glowing. walls look boring again, simple meshs jsut easily duplicated and lined up. give them more space and put a support girder in between them and cables hanging down.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    generally the map played well and had a good layout. though the map had a "half finished" feeling. some areas were fine and others were just lousy, if your're gonna do a beta you may as well finish it all. Some nice terrain in there again and emitters coming though the vents, the water texture i'm not fond of its moving too fast. also some of your textures weren't aligned correctly, especially the metal floor that needs sorting out. whack in some more sounds as well.

    hope that helps.

    MsM

  22. #22
    Boomshot
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    Originally posted by {DAM}MoxNix
    You mentioned putting coronas on the blue/white lights.

    Please do download it, you'll find a lot of the stuff you suggested has been there all along.

    For example, nearly the entire map uses lightmaps of 16 or less, except unlit or unseen surfaces. In fact a lot of surfaces have a lightmap of 4.
    ahh so did......................


    i have downloaded it as you can see above........

    thought they was using a llightmap of 4.

    MsM

  23. #23
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    Originally posted by Yournan2000
    ok mate, downloaded your map and heres the feedback

    the lights on this screen are way to bright on the wall, lower the radius and use less saturation to make them stronger and lower the radius, maybe a corona will be good in these ground lights.

    http://groups.msn.com/_Secure/0TAChAiAXznXeGSDd0!gb57G7UzfoJx!YnqIk9OSSHwWDmc9fbB5x1eYgeUvh7brSJVY kvxeKLB55nAHsmPJEznEqx!wSPy*hcTj1SrSmaNwMIdZNkUmvC Q/Shot00099.jpg?dc=4675477557372072698

    its naked! this wall is totally blank. add some pipes in the wall and cover them up with some grill and put some strong but low radius lighting behind it.

    http://groups.msn.com/_Secure/0TAChAg8XZXHeGSDd0!gb57eQ*lavEoKxqpp25cY6ArLlw8nc9UM7dn2H55yD44*80IS Z9A0WXBwMEnBvBqwSB*g0V0086X*rLnX*go84o!dTFUZxn7Nvh g/Shot00100.jpg?dc=4675477557393547534

    looks very newbie mapper-ish around here. a simple curved wall with pipe mesh just dropped there. make this more interesting, add again a small light strong brightness and saturation and cover it up with some cables and add some mesh in front of it.

    http://groups.msn.com/_Secure/0TQByAEAXG4HeGSDd0!gb5!tai6s9QdaSLDePXAwICFGQIWW54jr5P4dUxdDqvqG6vZd 2*T1m!oWZeu232NzjgGcWQPSgGCD!zNcOOLxlLz84Jm9WfnfzF A/Shot001010.jpg?dc=4675477557416781717
    newbie mapper syndrome again, blank walls and ceiling. spice the ceiling up by making a cut and raise it, in here add some cables and pipes. in the corners add some pipes and supports.

    http://groups.msn.com/_Secure/0TQCJAkEXXoHeGSDd0!gb54Z2Yg7XtgaNc*amm4q4vQ1dJ5qUTjCOBzChOGz5nuQoCsd 276!qxW5XN77LrheCYAjqk211lZDIHkfog1FPVr*pp7MO8LGKG A/Shot001020.jpg?dc=4675477557440494708

    again newbie mapping syndrome, ceiling needs to be better instead of just flat and you lights try adding some spotlight actors and a light by the light meshs with a high brightness and low radius and low saturation, this makes the light look like its glowing. walls look boring again, simple meshs jsut easily duplicated and lined up. give them more space and put a support girder in between them and cables hanging down.

    http://groups.msn.com/_Secure/0TAD!AhIXK3LeGSDd0!gb5z5xsScyWYUnJpqd8P1AYYCadKkqYO5sD *yFTU2cfzEDIHDHvU0bKTILd9*nx6qCc!JOiS5wbcVOMzwter! C2id26!D1qeSNKg/Shot00103.jpg?dc=4675477557466371091

    generally the map played well and had a good layout. though the map had a "half finished" feeling. some areas were fine and others were just lousy, if your're gonna do a beta you may as well finish it all. Some nice terrain in there again and emitters coming though the vents, the water texture i'm not fond of its moving too fast. also some of your textures weren't aligned correctly, especially the metal floor that needs sorting out. whack in some more sounds as well.

    hope that helps.

    MsM
    Ok seriously .. newbie? walls?.. So u like to have pipes at the freaking walls?? ok ok it looks nicer but is not ut2004 all about gameplay?
    i really hate a map with alot of things at the walls that can/will hold you up when ur dodge away
    i think this map is perfect and it's all about Team Gameplay, but the way u talk about it looks like ur the newbie here mate

    Ever played nitro on UT99? if u did pls take another close look at it.
    Really mate this map ownz and will be played alot, Nice beta now get the full version out



    Off Quote:
    Hmm about this beta i must say the slime is better then in -39 (at the rocket)
    but what really bothers me is u removed that second hall at the SB (there was a mini) i though it was a great idea but somehow u deleted it :cry:

    ow 1 feedback: the RL has not much ammo arounf the map .. i think it needs somewhere nearby an extra ammo pack
    GL and keep it running mate, great map :up:

  24. #24
    Skaarj
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    Just love the trickjumping on this map, imo it should absolutely not be removed.

    PLZ PLZ replace sniper with LG, sniper is so boring :-/

    Overall, its a realy sweet map, hope it replaces some ****ty 4on4-map like goliath or osiris2 that we sadly have to play in tourneys now adays :-)

    edit: Realy liked that the map lacked all the stupid static meshes and plottery walls with all kinds of stuff, keep it clean for smoother gameplay :-)

  25. #25
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    There are a lot of places in the map that could use some blocking volume lovin'.
    Places like these:




    It's a great map though.
    Definitely a keeper once it's done. :up:
    Originally posted by Yournan2000
    newbie mapper syndrome

  26. #26
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    Originally posted by ^ngelus
    but what really bothers me is u removed that second hall at the SB (there was a mini) i though it was a great idea but somehow u deleted it :cry:
    After a while I realized the bots hardly ever used it and neither did I... It really didn't improve flow or gameplay so I removed it. Thinking maybe I'll put a Rankin style vent passage there instead. Easily accessable from Shield side but requiring a trick move to enter from the other end.

  27. #27
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    Originally posted by {DAM}MoxNix
    ... but requiring a trick move to enter from the other end.
    again i'll voice a disagreement...obviously up to you..but i really see these as making the map less and less attractive to the casual gamer... if you make elements of the map only accessible to certain players it really makes it less fun IMO. And the flow suffers as well i feel if you have to try 3-4 times to try to get the keg or jump in a vent...why not just make it easier?..

    look at compressed or Grendel...while they can't be called perfect..they are widley accepted and do have these elements..but they are accessible with much simpler moves...lift jumps and double jumps/dodge jumps...if you are trying to make a competitive/higher skilled players only map I can see these working..but for the masses i see these as detracting from an otherwise great map.. we have played this map 5-6 times now on my server and not once have I seen anyone get these items.

    just my $.02

  28. #28
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    Try bio jumping.
    It's much easier than using the SG. :up:
    You take less damage too.

  29. #29
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    Originally posted by ^ngelus
    Ok seriously .. newbie? walls?.. So u like to have pipes at the freaking walls?? ok ok it looks nicer but is not ut2004 all about gameplay?
    i really hate a map with alot of things at the walls that can/will hold you up when ur dodge away
    i think this map is perfect and it's all about Team Gameplay, but the way u talk about it looks like ur the newbie here mate

    Ever played nitro on UT99? if u did pls take another close look at it.

    Yes newbie walls, plain boring flat textured walls. Yes i'd rather have pipes or some other form of static meshs on the walls, thats why meshs are included in ut2k4 so they can be used, if you don't like meshs then i suggest playing ut and not ut2k4.

    Yes ut2k4 is about gameplay, but you need to balance them both out having meshs which are place suitable won't ruin gameplay, what would you prefer a crap looking map but ace gameplay or a really beauty of a map with crap gameplay? answer for me is non, i'd rather have a good looking map with good gameplay you need to place them out and having pipes out the "freaking" walls make things look better.

    No i didn't play nitro in ut, but thats like comparing DM-Deck16 of ut with DM-Deck17 with ut2k4. Different styles for two different games mate.

    BTW- Hows this map coming on MoxNix? playing this was a really blast, you had any thought on my feedback?

    MsM

  30. #30
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    I won't be turning this into a static mesh filled nightmare. I'm still adding details here and there, however I will not add more meshes simply for the sake of adding more meshes... Particularly not if they impede movement, hurt visibility or have a significant negative impact on performance.

    At this point I'm mostly concerned with gameplay considerations. Layout, flow, item placement, performance, collision problems and the like. Once the gameplay is finalized I'll finish working on the details.

    Powerup placement was very carefully considered based on an awful lot of experience playing the UT version (including TDM at the highest levels). It's extremely unlikely I'll make any changes to powerup placement now, especially not to make amp or keg easier to get too and in particular not the amp. Powerups should have a risk associated with them and the risk should be proportional to the reward with greater risks being associated with greater rewards.

    Trick jumps are part of the game. A powerup that can't be reached without a trick jump simply encourages lesser players to learn the trick jumps and become better players. Besides it's not like grabbing either amp or keg is a cakewalk for skilled players, dodges to both require nearly perfect timing, plus they leave you very exposed and extremely predictable. Shield jumps to amp and keg are much easier and less risky with the downside of doing some self damage.

  31. #31
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    Originally posted by Yournan2000
    Yes newbie walls, plain boring flat textured walls. Yes i'd rather have pipes or some other form of static meshs on the walls, thats why meshs are included in ut2k4 so they can be used, if you don't like meshs then i suggest playing ut and not ut2k4.

    Yes ut2k4 is about gameplay, but you need to balance them both out having meshs which are place suitable won't ruin gameplay, what would you prefer a crap looking map but ace gameplay or a really beauty of a map with crap gameplay? answer for me is non, i'd rather have a good looking map with good gameplay you need to place them out and having pipes out the "freaking" walls make things look better.

    No i didn't play nitro in ut, but thats like comparing DM-Deck16 of ut with DM-Deck17 with ut2k4. Different styles for two different games mate.

    BTW- Hows this map coming on MoxNix? playing this was a really blast, you had any thought on my feedback?

    MsM
    Did you know that alot of static meshes are deleted and not alot are used in UT2k4?
    did u know why ut2003 was so sucky?, because of guys like you .. about all those stuff we dont need or want?

    No i played UT99 for 5 years .. i prefer something new and yes UT2k4 is cool and i like alot of maps
    deck16 and deck17 hmm i see alot of things that are the same ..
    Yes people still spam at elevators with rocket .. yes people still camp top .. YES people still use redremer camps
    sounds almost like deck16 now does it? (i agree they are diffrend but still the same things are happening in the same way, It still haves the old deck feeling)
    Now turning this great nitro][ in same static mesh ****, then i'm wondering if it is ut2003 or ut2004 because really DO u know the diffrends between this 2 games? (that was 1 of the bad things in ut2003)

    statment:
    i like the gameplay . i do not prefer static meshes (IF IT WILL BE TO MUCH)
    Why should i play another game because of that .. it's not all about Static meshes .. MAN how many times do i have to typ that stupid word...

    UT2004 is with static meshes not Static meshes with UT2004 :noob:

  32. #32
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    Originally posted by ^ngelus
    Did you know that alot of static meshes are deleted and not alot are used in UT2k4?
    did u know why ut2003 was so sucky?, because of guys like you .. about all those stuff we dont need or want?

    No i played UT99 for 5 years .. i prefer something new and yes UT2k4 is cool and i like alot of maps
    deck16 and deck17 hmm i see alot of things that are the same ..
    Yes people still spam at elevators with rocket .. yes people still camp top .. YES people still use redremer camps
    sounds almost like deck16 now does it? (i agree they are diffrend but still the same things are happening in the same way, It still haves the old deck feeling)
    Now turning this great nitro][ in same static mesh ****, then i'm wondering if it is ut2003 or ut2004 because really DO u know the diffrends between this 2 games? (that was 1 of the bad things in ut2003)

    statment:
    i like the gameplay . i do not prefer static meshes (IF IT WILL BE TO MUCH)
    Why should i play another game because of that .. it's not all about Static meshes .. MAN how many times do i have to typ that stupid word...

    UT2004 is with static meshes not Static meshes with UT2004 :noob:

    right then,


    of course deck16 and deck17 play the same, because its the same layout. last time i remember we was talking about static meshs.

    because of guys like me, right:weird: . When putting pies into a wall like that and place a blocking volume no one can get caught on it, as a. these a blocking volmue around it b. its stuck in the wall and out the way.

    and you've played ut99 for 5 years, whoopie doo lets give you a f*cking medal.

    and of course i know the difference between ut2k3 and ut2k4, question is do you????????

    MsM

  33. #33
    Veteran
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    ==============================================
    And you've played UT99 for 5 years, whoopie doo let's give you a f*cking medal.
    ==============================================

    :haha:
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  34. #34
    Boomshot
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    Originally posted by {DAM}MoxNix
    I won't be turning this into a static mesh filled nightmare. I'm still adding details here and there, however I will not add more meshes simply for the sake of adding more meshes... Particularly not if they impede movement, hurt visibility or have a significant negative impact on performance.
    You don't have to, check out DM-Rankin its got enough meshs there not in the way and tucked nicely into the walls.

    this adds detail but also the meshs are out of the players way so the player won't get caught up on them.

    if you just add some pipes and cables your'll be fine, trust me:up: .

    As for performance use the right amount of antiportals not like your malevolence re-make and use cull distances and your'll be fine, also remove collsion from meshs too far away from the player and add blocking volumes around the more bigger and complex meshs that way there will be no collison to calculate which makes it easier on the system and blocking volumes and no problem to render, apart from it is a type of BSP.

    MsM

  35. #35
    Iron Guard
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    Originally posted by ^ngelus
    Did you know that alot of static meshes are deleted and not alot are used in UT2k4?
    did u know why ut2003 was so sucky?, because of guys like you .. about all those stuff we dont need or want?

    No i played UT99 for 5 years .. i prefer something new and yes UT2k4 is cool and i like alot of maps
    deck16 and deck17 hmm i see alot of things that are the same ..
    Yes people still spam at elevators with rocket .. yes people still camp top .. YES people still use redremer camps
    sounds almost like deck16 now does it? (i agree they are diffrend but still the same things are happening in the same way, It still haves the old deck feeling)
    Now turning this great nitro][ in same static mesh ****, then i'm wondering if it is ut2003 or ut2004 because really DO u know the diffrends between this 2 games? (that was 1 of the bad things in ut2003)

    statment:
    i like the gameplay . i do not prefer static meshes (IF IT WILL BE TO MUCH)
    Why should i play another game because of that .. it's not all about Static meshes .. MAN how many times do i have to typ that stupid word...

    UT2004 is with static meshes not Static meshes with UT2004 :noob:
    Fair points, but I think you are taking the mesh hate too far.

    Fine, he has made a map with VERY minimal mesh use, but surely he should at least volume then with non snagging volumes or it takes away the whole point of having a "minimalist" feel anyway. I use that term in quotations because I don't feel it to be a reasonably excuse for making a map that looks like a BSP exercise texture job.

    If meshes are used correctly they can greatly enhance a map. As long as they were out of gameplay, in view but not doing anything extra that would be ok.

    Now let me say I'm not specifically referring to Nitro with this, don't get me wrong (though I do feel it could use just a little more visual flare in out of reach areas), eyecandy has the added advantage of adding areas of visual differention, helping people who are new to the map find their way around, and also making it a lot less boring for those playing it.

  36. #36
    MSgt. Shooter Person
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    Originally posted by Yournan2000

    and you've played ut99 for 5 years, whoopie doo lets give you a f*cking medal.

    and of course i know the difference between ut2k3 and ut2k4, question is do you????????

    MsM
    OMG u ****ing flamor, like i ever ment it in that way.. but u probly knew that.. flaming was just the onlything u could do.

    yes i know the diffrends between ut2003/ut2004 .. why else have i skipped ut2003 in the first place? ow sorry did not told ya that .. can i get my "f*cking medal" back?
    Grow up..

  37. #37
    Boomshot
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    Originally posted by ^ngelus
    OMG u ****ing flamor, like i ever ment it in that way.. but u probly knew that.. flaming was just the onlything u could do.

    yes i know the diffrends between ut2003/ut2004 .. why else have i skipped ut2003 in the first place? ow sorry did not told ya that .. can i get my "f*cking medal" back?
    Grow up..
    ok mr "i hate meshs".

    And as for flaming check this out:-

    did u know why ut2003 was so sucky?, because of guys like you ..
    so you don't start nothing, there won't be nothing. And i don't really wanna know you life history with ut99 either:weird: .

    Why don't you try reading my original post again and try and understand what i mean, cut a hole into BSP add meshs remove collison and add blocking volume= detail using BSP and meshs out of the way of the player and high FPS, hence why i said check DM-Rankin for, Hourences has done a great job using meshs with them been stuck in the walls and not in the players way.

    How could you know the "diffrends" between ut2k4 and ut23, when you skipped ut2k3?????

    As for growing up i think you should do some of that, contribute something useful ot this thread instead of saying you don't like meshs, you've told us you don't like meshs we've heard you now go to Quake 3 or something, they don't use meshs you might like it then .

    MsM

  38. #38
    MSgt. Shooter Person
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    Originally posted by anarkist
    Fair points, but I think you are taking the mesh hate too far.

    Fine, he has made a map with VERY minimal mesh use, but surely he should at least volume then with non snagging volumes or it takes away the whole point of having a "minimalist" feel anyway. I use that term in quotations because I don't feel it to be a reasonably excuse for making a map that looks like a BSP exercise texture job.

    If meshes are used correctly they can greatly enhance a map. As long as they were out of gameplay, in view but not doing anything extra that would be ok.

    Now let me say I'm not specifically referring to Nitro with this, don't get me wrong (though I do feel it could use just a little more visual flare in out of reach areas), eyecandy has the added advantage of adding areas of visual differention, helping people who are new to the map find their way around, and also making it a lot less boring for those playing it.
    I have used blocking volumes where appropriate! And not used them where they are not appropriate. Geez I wish people would stop making uninformed comments.

    It's not finished, it's a beta and as I stated before I am still adding details.

    Originally posted by Yournan2000
    You don't have to, check out DM-Rankin its got enough meshs there not in the way and tucked nicely into the walls.

    this adds detail but also the meshs are out of the players way so the player won't get caught up on them.

    if you just add some pipes and cables your'll be fine, trust me:up: .

    As for performance use the right amount of antiportals not like your malevolence re-make and use cull distances and your'll be fine, also remove collsion from meshs too far away from the player and add blocking volumes around the more bigger and complex meshs that way there will be no collison to calculate which makes it easier on the system and blocking volumes and no problem to render, apart from it is a type of BSP.

    MsM

    Continually suggesting I do things that have been in there all along shows just exactly who the real "newbie mapper" is. If you actually knew what you were talking about you would have noticed that I have used blocking volumes and turned off collision on meshes... WHERE APPROPRIATE

    "the right amount of antiportals" in Malev?! Funny, everyone tells me my version of Malev not only performs far better than your own Malev caricacture, it looks and plays better too.

    Go read some mapping tutorials or something and stop confusing things.
    Last edited by legacy-{DAM}MoxNix; 06-24-2004 at 09:14 PM.

  39. #39
    Redeemer
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    hey guys no flaming. mox nix, I think this map has alot of potential, i think its kind of funny tho, cuz the dd can only be given to the guy who's getting the most kills and gets adren first.
    but eh, I like the map but it does need some work mostly in the visual department, I like how bare you've kept it so far, we're not saying make it a static mesh nightmare, but make it prettier, do more trim work, whatever is necesary, its looking great so far. I'd like to help with feedback to make it a beautiful map.

  40. #40
    Skaarj
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    Hey there...

    I designed the original DM-Nitro and I am quite flattered that people are making ports of it! It's been like 6 years...

    Now, the screenshots do look a bit bland, especially the lighting. I do realise the original only had like 180 polys per frame too, but if you're converting it to UT2K4, you might as well add loads more detail

    But still, just wanted to say I am quite amazed people still remember Nitro! Keep it up and I look forward to seeing the final version!

    -Eric "Ebolt" Boltjes


 
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