I really like this map.
I really like this map.
I stumbled across this issue10 seconds into playing the map. There is definately a point on the upper ledges where you cannot walk off, and to be fair it is annoying. To me, it spoils what is an otherwise very good remake.
Im sure it would be appreciated if you could find & fix the problem, and release an updated version.
I got pushed back and killed by being pinned at that exact spot, It is definitely an issue that can randomly restrict freedom and is a long time pet peeve of mine in custom maps, that and the flickering overlapped surfaces.
Your remake here is /so/ close to being my first UT3 'keeper' map.
Looks great, but WAY too small IMO. Cant you just stretch it a bit?
Sweet, I will check this out.
Site owner of Siegecore a Dungeon Siege 2 and Unreal Tournament 3 modding community.
WOW i love this man!! GREAT!!!!
Most likely a stupid question for you guys, but when installing this map, i found the folders fine, but it says exstract the archive, does it mean every file in the .zip?
Sorry if this has been answerd already.
the best map of Quake Series
on the Best actually FPS game
Noooo way. I am going to try this. Awesome man.
Bearded ruminant mammal with hollow horns and coarse hair belonging to the genus Capra.
Looks awesome. If you get the inkling, take a stab at DM7 and DM13 or DM14! Would be nice to have some other good maps to play.
wow talk about good quake 3 times... love it...
any chance you can export a PS3 file??.. showed buddy me playing this map and he remembers it from Quake and he is getting PS3 version in 2 days of UT3
Hey I noticed after playing this map that you get stuck when on the top level by flak and you are trying to walk down over the edge towards the jump pad below. This is pretty unacceptable, please fix.
Have you fixed the AI so they won't jump forever in the center jumppad?
It's the one where you get the Big Keg o' Health.
Nice map man, I used to love this map!
The only thing I could say in the way of feedback/critisism is some of the floor textures don't line up and the star skybox is a little basic but as regards gameplay, it ROCKS!
Hey guys. Thanks again for the rain of comments! I'm gonna see about that ledge from the high platforms, where so many of you get stuck. The flickering on the pad toward the sniper will be fixed.
There's nothing I can do about those guys jumping for the Keg o' Health, though. It's about the nav-points, so sorry. Just think of them as being eager to get to the power-up; It's also a good point to shoot missiles from.
Regarding the skybox, I kept it simple cause in Quake 3 we didn't even have stars, and I didn't want to detract from that too much with stuff life nebulae and planets.
I'm still not seeing this on any servers. Shame, people.
Glad to hear you are going to polish the map further - you have competition now you know!
Are you sure you cant do anything about the bots and the jump for the keg? Is it possible to create some script that states they should only go that route if the keg is actually there? There must be something that can be done.
Is it possible to have the 50 shield appear without its base? It looks a wee bit daft after you've just made that jump to see the empty base floating in mid air. Ok, everything else floats, but I feel it would look better without the floating base!
Could you tweak it to make the long jump to the sniper possible without taking damage? I hate hearing the 'damage sound' every time I make it - always makes me wonder if I've been hit by somebody else or not.
And I think it could do with a slight increase in size - not much, but I think it's a wee bit on the cramped side for any more than 2 players.
Sorry, my script knowledge in Unreal is very limited, so far. As for the 50 shield, I don't think it's possible, same goes for the Keg o' Health. It really annoys me too to see them floating there, but that's it. It's a Q3 map, running under UT3 basically.
I can make the sniper jump be without damage by decreasing the miliseconds it takes to jump to it, but in Q3 you took damage for those jumps, so I'm keeping it loyal to that. I've increased the map size for the update, and I think it's just right. You should have seen the 1.0 version. That's the way I liked it, but people wanted more space. I play this map with 10 bots, and I find it just right. Currently I'm beating the hell out of them on Adept difficulty ( 10-15 frags lead ), but I'm afraid to try Masterful. Need to gather some guts.
How do I install map?
Oh awesome! I have so many memories of playing this great map in college with my dorm buddies, its going to be awesome to re-visit those times with UT3. You're sure this will work with the PS3 version though? I sure hope so..
Surely you can place items without pick-up bases? I saw numerous UT2k4 maps that had items without bases, even baseless items floating or sitting loosely, propped against walls... i can't imagine it being hard to place the floating items in UT3 without them.
It's not a deal-breaking problem or anything, just please see if you can work out how to do so before updating next. I can't imagine it'd hurt you as a mapper to figure such out either.
sKr1p7k1dd: Carefully read the installation guide, in the first post of this thread. It's quite simple to install.
Malice Mizer: As I understand, the tools for converting maps to PS3 aren't out yet. If anyone knows more about this, please share some info.
Alopex: I'll give it a try, definetely.
A few more little things, knowing you do intend to work on the map further... can you please try to adjust the misaligned textures and do something with the trim?
The trim you've added to the edges of most surfaces looks rather junky and haphazard, with many roughly overlapping pieces, many flickering. The sniper platform does not have trim around its back area and actually looks alot sharper, less 'detailed' sure, but comes across a bit better, polished trim or none would look better imo. I know some people are fanatical about having extraneous amounts of frills and trim, but sometimes less is more.
Sorry if my posts are reaching rigmarole status, it's just this map has always been a favourite of mine, in any game it's ported to so I'm hyper critical about quality of remakes, and you've done a lot right with it. I think the current scale fits the more close quarters UT3 style, and I like your texture, geometric & lighting choices as well as the minimalist skybox.
Last edited by Alopex; 12-11-2007 at 05:57 AM.
Wow,, *droolz* you got me to register on this forum just to thank you for the map lol.. i know its gonna be great.... thanks... I cant wait to try it.
Really great indeed, that applies both both visual and gameplay! The stars at the background could be removed though..
As for gameplay - it's as good as in Q3, I only think you'd better replace the sniper rifle with asmd. Also there's a small problem with bots getting on the central jumppad and keeping jumping there, but they never live long enough to make this annoying Everything else is good.
Stay metal! \m/
dude you rock my world
Dang,,, i thought this was for ps3 lol.... any idea when you can export to ps3? or when the tools are comming out so you can export?
Just added this map to our rotation. It's already one of my favorites! AWEWESOME work!
this looks quite small... but looks nice
i hope the next one is Q2DM1 (TheEdge)
This map won't work on PS3, right? sorry if this has already been asked.
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i cant play this map on our server because it says a file is missing A-weapon-biorifle
Map doesn't work for PS3, sorry.
Broose, the only weapons in the map are Sniper, Flak and Rocket. Why you're getting a Biorifle error is beyond me.
Please when you can, update your maps for ps3 when the patch is out. I love this map man. Great work
The map is great, expect the annoying thing with the "**** you! you're not supposed to walk off the platform from THIS SPOT" - thing!
And... it's space! Add some stars, a rotating earth, things and stuff that makes you sick and dizzy,when looking at it...
DEAD REASON: Will do.
Hey Lestat, thanks for checking out the map. I'm going to fix that ( hopefully ), in an update. As for the space-stuff, I kept it as simple as possible in the memory of the original map.
This map needs hype. With the weapon replacement mutator to put a sr instead of the sniper it rawks, lots of fun 1on1 or 2on2. GJ.
This is the sweetest q3dm17 clone I've seen so far, well done. Part from the sticky-mesh trim on the flak platforms, and too little air control in the jump pads, it's close to flawless. =)