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  1. #1
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    30

    Post DM-Q1DM1_Beta2 [download] [pictures]

    Name:
    DM-Q1DM1 Skaarj Outpost

    Version:
    1.0

    Compatibility:
    UT2004

    Description:
    Remake of Q1DM1 map. Alien mothership style. Best load 2-4 players.

    Comments:
    Map is optimized. Skybox and outside area almost finished. Secret door and bridge are back. Bridge needs bot support and im stuck on it. Map is little brighter. I added ambient sounds and coronas. Some changes to pickups and weapons.

    Screenshot:
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM101.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM102.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM103.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM104.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM105.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM106.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM107.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM108.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM109.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM110.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM111.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM112.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM113.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM114.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM115.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM116.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM117.jpg
    www.ls-fenris.com/UT2004/Q1DM1/Q1DM118.jpg

    Credits:
    NIN for great music.

    Homepage:
    ...

    Download:
    www.ls-fenris.com/UT2004/DM-Q1DM1_Beta2.zip

    -----------------------------------------------------------------------------

    Comments BETA 1:
    Map is not optimized yet. Area outside of outpost is placeholder. Skybox stolen from stock ONS map. I fix that for final release.
    I tried to keep orginal Q1DM1 level proportions. BSP is exported from Quake and then scaled up. There are some minor changes like no secret door or bridgge and pickupis in differenet locations.
    All windows for now are just blocking volume, I will do them as static meshes.
    I'm worried about all taht Red, Blue and Green colors in map, is this annoyning, should I make map colors more toned down? Another problem is weapons placement (only 4 is engouth?) and shiled , health pickups. Any suggestions in those areas are really welcome and needed.

    Screenshot BETA 1:
    www.simnet.is/nawrot/q1dm1/Q1DM101.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM102.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM103.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM104.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM105.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM106.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM107.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM108.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM109.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM110.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM111.jpg
    www.simnet.is/nawrot/q1dm1/Q1DM112.jpg
    Last edited by legacy-Nawrot; 10-17-2004 at 09:39 PM.

  2. #2
    Redeemer
    Join Date
    Sep 2004
    Posts
    1,789

    Default

    ok i played the map. looks very nice. but only 1 thing that bugged the **** out of me. how dark it was. it was really hard to see anything, well except the bots. but it kinda looks like something in doom 3 (which ruled). i look forward to seeing beta 2 of this map
    good job :up:

  3. #3
    Iron Guard
    Join Date
    Nov 2002
    Posts
    500

    Default

    All I can say is that I'm so glad the Unreal series has real map names Q3TDM38 and the like are a real pain in the ass.

  4. #4
    Prisoner 849
    Join Date
    Jan 2003
    Posts
    867

    Default

    I like the look of this level, the darkness didn't even bother me that much. But 1 thing.
    1. In screenshot 1 there's a hole in the floor, I understand it's there to make the shield power up perilous to get, but the wall underneath it makes it look like there should be a lift there and I jumped right into it the first time...
    2. There's also an object that looks kind of like a teleporter, reminds me of one from q3, but it didn't do anything so I ended up wasting a few seconds jumping in it.

  5. #5
    Prisoner 849
    Join Date
    Jul 2004
    Posts
    916

    Default

    nice, i didnt play q1 but i really like the lighting of this map
    :up: :up:

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2003
    Posts
    217

    Default

    Pickups and lightning need some serious work. I wouldn't worry about the Red, Green, Blue lights that you mentioned as they fit your map's atmosphere quite well. But overall it is much to dark.

    The hole beneath the hole from the second to the first floor is a bit confusing, cause it looks exactly like the upper one but you can't jump through.

    For the pickups, I recommend more and better placement. F.ex. exchange the standard Health with a MegaHealth like it was in Q1 and put in the secret door again so ppl don't spot it when they run by there. Maybe exchange the RL (where the grenade launcher was in Q1) with the Flak or Blob.

    Bring back the bridge as it adds some tactical aspects. Just shorten the platform in front of the Shield so its not possible to just jump over there and the bridge will be needed.

    It should be more visible that you'll die if you don't make the jump (where the lava was in Q1).

    Bring back the door that needed to be opened with a button to get to the teleporter.

    All those details were in that map for a good reason and if you want to bring back some of the Q1 fun and flow they should be there also.

  7. #7
    Iron Guard
    Join Date
    Jul 2004
    Posts
    519

    Default

    change the button from please delete me so it doesnt

  8. #8
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    30

    Post

    Thank you all for feedback. I wont make map much brighter, I like dark maps. Now I'm working on that secret door and bridge. I have trouble with teaching bots how to open door or use bridge. Map will be ready for beta 2, once I solve those problems. Items placement need to be balanced. This is small level and super health + shield and super shield is too much. Maybe it's possible to code health and shileds valuses to be lower like they were in Quake.

    Thanks for pointing out wrong icon

  9. #9
    MSgt. Shooter Person
    Join Date
    Oct 2002
    Posts
    30

    Default

    Map is updated and ready for beta 2. Map will be released when I solve bot support for bridge, so for now bots don't use bridge and sheild.

  10. #10
    MSgt. Shooter Person
    Join Date
    Aug 2004
    Posts
    52

    Default

    Hey, great work

    Could you please remake q1dm6, too ?

    Its the best dm map ever

    would be cool,

    cu Dr Pest

  11. #11
    Iron Guard
    Join Date
    Jun 2002
    Posts
    503

    Default

    Originally posted by Hedge_o_Matic
    All I can say is that I'm so glad the Unreal series has real map names Q3TDM38 and the like are a real pain in the ass.
    Quake has real mapnames but they're just in the title, not in the filename

  12. #12
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,315

    Cool very different remake!

    alien mothership style with completely different look as futuristic space station on Mars?; bots are good and like the squeaking announcing arrival in that one spot; not as dark as others suggest (or at least it didn't bother me in this one) and the fake lift got me too; 2-4 suggested player load (not sure why the 4 different versions of this map for UT2004 all have different player loads).

    http://www.mapraider.com/maps/?fileid=2724
    Last edited by SkaarjMaster; 06-03-2012 at 11:39 PM.


 

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