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Thread: DM-Giero

  1. #1
    Skaarj
    Join Date
    Mar 2006
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    2

    MAP-DM DM-Giero

    Name: DM-Giero

    Version: 1.0
    UT2004

    Description: An aging fuel processing facility sitting on the edge of a desert. Cold, isolated, remote... the perfect place for a raging tournament battle.








    When I started this I was looking to design something a little different, unlike a regular deathmatch layout, and so the gameplay is pretty unusual. Mainly I just wanted something to have fun with. There is also quite a bit of custom stuff done for Giero, tons of new meshes in particular which gives everything a very different feel from the typical map.

    Download it. Have fun. The first five people to find the magic number hidden in the map get a free copy utk7 (a theoretical copy at least :P)

    Download:

    Beyondunreal

    Filefront

    Hopefully more links soon. (Uploading stuff on dial up is not an exercise in fun )

  2. #2
    Iron Guard
    Join Date
    Mar 2005
    Posts
    608

    Default

    ...ugh... colours... :bulb: i get a funny feeling when looking at the shots :up:

    Not that it's bad, just think i gotta get some sleep before playing this map, so I can stand the euphoric feelings caused by it...

  3. #3
    Redeemer
    Join Date
    Dec 2004
    Location
    London, Ontario
    Posts
    1,101

    Default

    Yeah, looks way too busy and colourful...

  4. #4
    MSgt. Shooter Person
    Join Date
    Aug 2004
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    93

    Default

    The detail you've put into this is amazing. I'd play it

  5. #5
    MSgt. Shooter Person
    Join Date
    Oct 2003
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    308

    Default

    Really cool to see that some people :

    - try different kind of mapping
    - try to create some NEW things
    - are creative
    - the worl would be sad without creativity

    ...i gonna have a look this evening...i like this busy look, looks very promising imo...

    PS: i've just tested it: wonderful modeling and texturing, a real pleasure to see this new environnement ! The lighting is too bright, not enough contrast imo (perhaps its wanted ?). I really enjoyed the layout. A very good point to mention is the moving environnement ( emitters, movers, moving textures), some very good ideas for the movers Its clear that this kind of map is created for the visuals, i found more than 260000 tris in a FOV ! LOL !!! Thats incredible for the engine but it can handle it !!! Of course DM with a total of 4 players is a maximum imo due to the FPS...lack of gameplay (thats normal with this kind of map i repeat) but what a f.u.c.k.i.n.g nice map, i really enjoyed it ( 5 stars imo) ! vgj

    The next Uengine will handle this kind of map better than never with NM, i hope u'll keep ur skills for it

    Last minute:

    Just noticed this bad alignment at this place, its a shame !! lol...


    Ok i --->[door]
    Last edited by legacy-raziel31; 03-07-2006 at 01:16 PM.

  6. #6
    Skaarj
    Join Date
    Sep 2005
    Posts
    5

    Default

    Looks cool

  7. #7
    Skaarj
    Join Date
    Aug 2005
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    17

    Default

    Finally released!

    Gets 5 stars

  8. #8
    MSgt. Shooter Person
    Join Date
    May 2005
    Location
    UK
    Posts
    215

    Default

    Nice to see something new and interesting for a change!

    Skorbut is that you? (or someone with the same name I don't know)

  9. #9
    MSgt. Shooter Person
    Join Date
    Oct 2005
    Posts
    84

    Default

    Hell ya.

    Love the style and feel of Giero, its not plain and boring, but bright and colourful with good use of height. Its on a par with Gralada. The only thing I would say is that it needed its own music to boot...

    Good job.

    :10sur10:

  10. #10

  11. #11
    Iron Guard
    Join Date
    Apr 2004
    Posts
    580

    Default

    Just wanted to say I tip my hat to you for making a nice map! Great work and I see loads of damn hard work here. Some things are not my bag like lighting and other stuff but hey when you reach this skill level no sense in a crit imo since it is your vision.

  12. #12
    Skaarj
    Join Date
    Mar 2006
    Posts
    2

    Default

    Thanks for the comments, always fun to read , criticism too.

    I was playing the map today actually, on a friends computer, and it was much brighter than on any of my PC’s (on mine Giero looks fairly bright, but still with contrast). It’s a shame that monitor/ game brightness setting can have such a big impact on the way a map looks for people. If the brightness is too high compared to the author’s settings everything looks washed out, if it is too dark then you can’t see anything. Could be something for Epic to look into for Utk7, some kind of simple tool that could tell people exactly how bright their settings are compared to the map’s best brightness level, and let you adjust it in game rather than having to mess around with your normal settings (just be able to change it on a per map basis).

    In terms of the visuals, yes Giero does have a very full and busy look. When I first started laying it out I wanted to create a map with a big feel to it (ie: Redkin or Gralanda) and I wanted it to be very detailed. But when you start filling a large room in a level with small / medium size meshes it does create a very busy look. You might notice a fair number of the custom meshes have fairly simple textures, by the time I was finishing the map I was trying to keep everything pretty simple.

    When I look at Giero I see it as similar to some movies with a lot of CGI going on in them (ie: Star Wars Ep 3, King Kong), there’s so much stuff happening on the screen at once that you sort of stop focusing on individual objects and just see everything as one whole image, rather than separate objects on the screen (hopefully that makes some kind of sense). Some people don’t like those kind of visuals, personally I enjoy them because there’s so many different things to see at once. It’s just a question of taste really.

    Anyway, keep posting. Anything you think about the map is good to know.

  13. #13
    Iron Guard
    Join Date
    Jul 2000
    Location
    VT
    Posts
    569

    Default

    Nice attention to detail; plenty to look at and admire. Gameplay and lighting are the weak spots here though.


  14. #14
    MSgt. Shooter Person
    Join Date
    Oct 2003
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    308

    Default

    But....wheres zoro ???

  15. #15

  16. #16
    Skaarj
    Join Date
    Mar 2004
    Posts
    19

    Default

    Nice map. A fresh change from the usual stock textured/meshed maps.

    I found a bunch of areas that really needed blocking with blocking volumes. Theres really a lot of places/objects that need it. Here are a few:
    (I got to these areas by using the shield gun)



    Basically you can get right onto the outside roof of the facility by using the shield gun as most windows don't have blocking volumes. Don't get me started on where you can go if the tranny is active.

    There are a lot of objects such as this next one, that don't have player collision. You can hide in these and fire out at players and they will never see you.

    Another example of this were the vents, which you can go right through.



    Do I get a prize for finding the secret room of screams?
    Thoughest part is not getting in this room... but out of it. :bulb:

  17. #17
    Iron Guard
    Join Date
    Sep 2002
    Posts
    776
    Gamer IDs

    Gamertag: Vern Anderson
    Where did you BETA test this?

    I watch these forums and like 3 others and never saw a BETA. It could have used a little more BETA testing. This week was the first I'd seen or heard of this map.


    At least one of the player starts is too far from a weapon base, a map this size will have SPAWN raping and item wh*ring/camping on line so having to go a far for a wespon is bad. For a map of this size it can afford more than one of the same weapon. It's huge and only seems to have one of each weapon. The flow and layout is good and solid, I like it, but the items are what take people to the remote corners of the map and that movement is what makes for more skirmishes breaking out all over the place not in one central location.

    I can see what went into it's creation and the thought that went into the theme. Dump some of that effort into game play next time and you'll be solid gold. The theme is very Sci-Fi looking and cool. The jump pad emitters are awesome, where'd you get'em?

  18. #18
    Iron Guard
    Join Date
    Mar 2005
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    608

    Default

    If you'd re-release this map, I think in level properties there's a general "level brightness", maybe make it a bit darker if it works that way... ?

  19. #19
    MSgt. Shooter Person
    Join Date
    Sep 2004
    Posts
    50

    Default

    Really nice work,but i had some Problems with that Colors:alien:

  20. #20
    MSgt. Shooter Person
    Join Date
    Sep 2004
    Posts
    50

    Default

    I was playing the map today actually, on a friends computer, and it was much brighter than on any of my PC’s (on mine Giero looks fairly bright, but still with contrast). It’s a shame that monitor/ game brightness setting can have such a big impact on the way a map looks for people. If the brightness is too high compared to the author’s settings everything looks washed out, if it is too dark then you can’t see anything. Could be something for Epic to look into for Utk7, some kind of simple tool that could tell people exactly how bright their settings are compared to the map’s best brightness level, and let you adjust it in game rather than having to mess around with your normal settings (just be able to change it on a per map basis).
    That`s a really good Idea:up: I had offten the same Problem

  21. #21
    MSgt. Shooter Person
    Join Date
    May 2005
    Posts
    210

    Default

    Please, please, please! retest this map. shame all this work went into it and it has too many bugs :up:

  22. #22
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
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    1,315

    Cool working links?

    OMG, it's (dare I say it) Scimitar! Just kidding, but that was the first thing I thought of looking at the screens (the colors, my eyes, the colors). I'll be testing this map sometime in the future (if I haven't already and forgot), but in the meantime here are some working links:

    http://ut2004.ut-files.com/index.php...e=dm-giero.zip

    http://www.mapraider.com/maps/?fileid=3646

    http://www.ut-x.net/Download-document/80-dm-giero.html
    Last edited by SkaarjMaster; 08-22-2012 at 01:03 PM.

  23. #23
    Redeemer
    Join Date
    Apr 2011
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    Metro Manila, Philippines, Southeast Asia
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    1,439

    Thumbs up Top gear for DM.

    What a nice desert-styled "laboratory" setting for this map. It has some custom textures and static meshes; in addition of good scaling, grandeur atmosphere and visuals. Like the custom jump pads, computers, steams, ramps, fans, pipes, ceilings, and also have a desert view outside + the skybox. I love the sounds that includes humming, hissing and machine noises. This map has frantic z-axis play and has a great place for dodging. The bots are tough with this one, so fill them at your own hands.
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  24. #24
    Redeemer
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    Cool

    I like the outside red scene, what seems to be an underground area and the moving parts inside, colors are all over the place and it “almost” looks good (actually, I don’t even notice it after playing a couple times and it is different and it does actually look pretty good now that I looked again); there is some serious z-axis and it’s fun (tough bots too) and everything Tux said.


 

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