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  1. #1
    MSgt. Shooter Person
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    MAP-DM DM-Carbine (Final Final Released {lol})

    1. Name: DM-Carbine
    2. Version: 1.0 Final
    3. Compatibility: UT3
    4. Description: The map itself takes place in some random building, the theme is Sci-Fi, and Unique I believe. There is an area with Water, and uDamage, there is a Hidden Redeemer near the uDamage (Uber Dangerous, but fun). The map is suitable for 14-18 players.
    5. Comments:
    With the Final Version we have the Final Decorations, and Lighting and Textures. There has been many upgrades since the original version in many senses, this is my second map.
    Note my monitor is dark, the lighting is a tad better then shown here
    Final Release Has:
    1. Upgraded Textures
    2. Better Lighting (Not perfect, but)
    3. Bots have better paths.
    6. Screenshot:



    7. Credits: Me.
    8. Homepage: Eh? (Should I get one?)
    9. Download:
    http://files.filefront.com/DM+Carbin.../fileinfo.html
    Last edited by zidane01970; 11-29-2007 at 02:17 PM.

  2. #2

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    It looks pretty playable imo. Buuut. Does it have a menu screen shot and full bot support? Those are the selling points for me. Or does it just use the built in Deathmatch screen shot >.<?

  3. #3
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    see my last post
    Last edited by threeonefive; 11-29-2007 at 09:43 AM.

  4. #4

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    ick!! I truely hate rapid share. Any mirrors likely?? I wouldnt' mind having a play on this myself.

  5. #5
    Skaarj
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    Default

    need decent link plz

  6. #6
    MSgt. Shooter Person
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    Default

    Will reupload soon. It has FULL bot support, they are smart too, I duped all paths moving them to each side of all halls, and rooms. So they are unpredictable.

    I'll attempt to upload it someplace good. Give me a few please.

  7. #7
    MSgt. Shooter Person
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    Default

    Added Filefront Link, hope that works.

  8. #8
    MSgt. Shooter Person
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    Default

    Err, fixed Filefront link. xD

  9. #9
    MSgt. Shooter Person
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    Zidane that map is amazing. im pretty new to the editor and tutorials dont help all much so im gonna try use yours to reverse engineer n see if i can understand some basics lol
    ..but how did you make the sky? i see its just one big 'dome' but how do ya create tat lol.

  10. #10
    MSgt. Shooter Person
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    With the Sky's, they are now "Sky Dome", under "Static Mesh" grouping. You just place them in. I did the mountains and waterfalls differently though, a lot of stuff was stuff I stacked on each other, and used in unheard of ways. Glad you like it.

  11. #11
    MSgt. Shooter Person
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    There is a bug in the map where while ascending one of the flights of stairs there is like a 1 pixel gap between the top step and the new floor and you fall into an untextured area where your only options are to starve to death or kill yourself. It does not occur when you go down the stairs, just up. I noticed the AI having trouble picking up the redeemer because of size issues of the opening - I also had to go at it a bit to get in there. The redeemer may not be suited to the level as mainly it is only short corridors or small rooms.

  12. #12
    MSgt. Shooter Person
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    Just found those bugs before reading that.

    Just released "True Final" *Feels like an ass*

    Please download from Filefront link listed, removed rapid****.

    Changelog:

    1. Improved Bot Pathing (Underwater thing will work better, now is Berserker rather then redeemer.)

    2. Fixed Fall Into Hole Near Staircase Bug. (No more forced Suicides)

    3. Textured some Untextured areas from when I redid all textures.

    4. Certain Doorway Statics (Static types of doorways) were elevated on some sides of grounds, making the user have to Jump to get over. Added small staircase minis to fix this.

    Enjoy!

  13. #13
    MSgt. Shooter Person
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    Quote Originally Posted by zidane01970 View Post
    Just released "True Final" *Feels like an ass*
    Don't worry, wait till I release my first level ever - watching the tutorials right now!!!! Thanks for the quick update, always glad to get new maps!

  14. #14

    Default

    nice map, good work

  15. #15

    Default

    Uploaded the map to another server, the map can now be downloaded directly from here.

  16. #16

    Default

    Probably a really stupid question but how do i install this map,followed the instructions,there is no customs folder and tried makeing one.Did not like that.Any help would be apricated thank you.

  17. #17
    MSgt. Shooter Person
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    where in the static mesh?..wen i go into the generic browser and look in the static mesh area i cant see any "sky dome"?....

  18. #18
    MSgt. Shooter Person
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    ...sorry just found it wen i searched the enviroment folder..thanks, gonna try it out now

  19. #19
    Prisoner 849
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    The map isn't final. There are obvious poly bugs (just look at that thing in the middle of the water on first pic), walkways etc have no trims and there are black surfaces. Some parts need more tweaking since they aren't movement friendly either.
    /thread

  20. #20
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    why is there a keg on this map when you have 1 million vials in every hallway? Also have armor,helmet,thighpads, AND belt? Plus you can piston out of the water room and move across the map from the top. This map would be fun if every noob didn't have 1000000 health and 10000 armor from spawn.
    Last edited by threeonefive; 11-29-2007 at 09:41 AM.

  21. #21
    MSgt. Shooter Person
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    threeonefive untill you design a map and post it here, i fink you can cut him a bit of slack.

  22. #22
    MSgt. Shooter Person
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    I'm sorry but someone has to do this:

    This map has so many issues it isn't even funny. It shouldn't even be on the internet at this point; let alone final:

    First of all the layout is crap (what layout?).

    There's no theme whatsoever - random static meshes all over the place.

    Long thin corridors with WAY too many health vials.

    Half the static meshes on the wall overlap each other creating a nice glitchy flashing effect.

    The volumetric light mesh you have above your sky windows still has collision on it so your weapons always hit it.

    That is to name but a few issues I ran into whilst running around it for a couple of minutes.

    It's good that you're learning to map, and by posting this people will try and help you get better.

    First of all, try to use BSP a little less. Find static meshes to use for stairs etc.

    When you do use BSP for stuff (like your little sniper platform) do NOT rotate it. Use the vertex editor tool to create the shape you want from your BSP (the one to the right of the camera on the top of the left tool bar. (use the grid in the non-perspective view ports to position it in exactly the right place

    When you make a new level think out the layout in your head first (or better yet on paper). This way you wont end up with random long corridors.

    Think about where you place your items. For example don't place two big power ups close to each other, same goes for the best weapons.

    You can put ammo for a weapon somewhere that isn't right next to it's spawn.

    Also very important:
    Don't ever release a final version of your map without waiting/testing/thinking about it for at least 2 days after last editing it. This way you'll never find something wrong just after you've released it (hopefully)

    I hope this helps you with future projects.

  23. #23
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    Quote Originally Posted by matorme View Post
    threeonefive untill you design a map and post it here, i fink you can cut him a bit of slack.
    ummmm no, don't post something in a public forum looking for advice if you don't want to hear that your map is bad.

  24. #24
    MSgt. Shooter Person
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    To be fair threeonefive, you could have worded it a little nicer. It's called constructive criticism.

  25. #25
    MSgt. Shooter Person
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    It's my map, not his. And thanks for the Info. About the statics, I loaded all the maps in Unreal Tournament 3, UTgame, CookedPC, Map. But, there was only 7 different ones then different variants, not all too many statics. Are there any I am missing?

    About to Vertex thing, I attempted to find a tool like that (Used to using them) but I was not too sure what it was under. Actually, I know this map isn't all too good, I posted it as a Final as I didn't plan on working on it any further. Therefor, final version.

  26. #26
    MSgt. Shooter Person
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    To load static meshes go to file->open on the generic browser, then go to:
    Unreal Tournament 3\UTGame\CookedPC\Environments

    almost all of these files contain static meshes. Good luck

  27. #27
    MSgt. Shooter Person
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    Its a decent map, hopefully you've learned a lot from making it so we can see more from you. The only issues I had were the massive amounts of vials and in the Udamage room, the water looks really fake it should have ripples or something not just still water.
    ASUS Mobo, 2 gigs RAM
    Intel Core 2 Quad Q6600 CPU
    GeForce 8800GT
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  28. #28
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    I tried this map. To be honest, I didn't like it. Personally, I think the long corridors and the enormous amount of health pickups ruin the map. The map needs more parts like where the flak pickup is.


 

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