Page 2 of 2 FirstFirst 12
Results 41 to 65 of 65
  1. #41

    Default

    Quote Originally Posted by PutusNiveusTigris View Post
    Ajoutez un autre mirror, pas FileFront.
    Why?
    the link works and it's fast to DL so...

  2. #42

    Default

    Any others comments ?
    No bugs ?

    So I will release the final version this next days

  3. #43
    Marrow Fiend
    Join Date
    Mar 2007
    Location
    French Canadian, Montreal
    Posts
    4,307

    Default

    Hey

    In the first post, just keep the link for the image & get rid of the second line of code (it is use for the publicity) which will prevent the page to be loaded inside the page instead of only 1 full page Testing night tonight

    EDIT

    I played the map but to tired to comments. I will send you a PM later. Going to bed now, good day

    EDIT2

    I send you the PM

  4. #44

    Default

    Quote Originally Posted by stevelois View Post
    Hey

    EDIT

    I played the map but to tired to comments. I will send you a PM later. Going to bed now, good day

    EDIT2

    I send you the PM
    Thx for your comments, I will make some littles changes according to what you have point at me

    Bye

  5. #45
    MSgt. Shooter Person
    Join Date
    Oct 2007
    Location
    Brazil
    Posts
    335

    Default

    I just played it, its awesome!! i like very much these kind of maps, with the sound effects, alarm when someone gets an item, just awesomely fun
    Be quick or Be dead

  6. #46

    Default

    Quote Originally Posted by Staward View Post
    I just played it, its awesome!! i like very much these kind of maps, with the sound effects, alarm when someone gets an item, just awesomely fun
    Great,
    exactly what I have try to share with others players with that map, thx

  7. #47
    Skaarj
    Join Date
    Dec 2008
    Location
    Varna,Bulgaria
    Posts
    13

    Default

    Aw mate I'm sry but I wasn't exactly happy with this map.I played,enjoyed for a while,after that got frustrated from all these jumps.It was kinda slow after a certain period.It was too dark and I couldn't see most enemies.Too much jumping around,too little space for dodging.The redeemer seemed strange because the map was freaking huge and a redeemer couldn't do you no good.
    But I gotta say that the music was very good!
    To sum up:Too much jumping,adrenaline doesn't pump from it but it has a nice atmosphere.It smells like a tournament map for sure

  8. #48

    Default

    Quote Originally Posted by Dopemgs View Post
    ...after that got frustrated from all these jumps.It was kinda slow after a certain period. It was too dark and I couldn't see most enemies.Too much jumping around,too little space for dodging.
    First, thx for your comments and have take time to test it

    It's true this map have a specific (maybe "special") gameplay/layout (I have try to make something original), based on air play action on the top, and a very close combat on the sub-level, so I can understand some players will not like it.
    But I think the jumpads can bring a good advantage to those who use it wisely. As for the reedemer, I don't realy understand what you speak about, csz my english sorry...
    Otherwise the final release will be more brighten for shure, but not too mush because the atmosphere will be loose...
    And thx about music, it's a little remix of an original track from ut2k4 quick selfmade

    I hope you will like the next one, based on regular DM gameplay
    Last edited by SEBASTIEN-NOVA; 12-09-2008 at 03:04 PM.

  9. #49

    Default

    I love the color scheme and the lit arrows working the way thay do it reminded me of the old unreal games.

    The jumping was a bit much though way way to much of it needed.
    A big Necris fan since the first time I got my hands on UT99. Join more Necris fans Here!
    Send in the clowns.The Nitwitts.
    Quote Originally Posted by phalanx View Post
    admin addbots 1
    *Loque joined the game*
    Oh no!!!
    *shuuders at ut99 Loque*

  10. #50

    Default

    Quote Originally Posted by Kazimira View Post
    I love the color scheme and the lit arrows working the way thay do it reminded me of the old unreal games.
    Thx for comment

    Quote Originally Posted by Kazimira View Post
    The jumping was a bit much though way way to much of it needed.
    Did you mean their are too mush jumpads on it?
    If yes, wish one?

  11. #51
    Skaarj
    Join Date
    Dec 2008
    Location
    Varna,Bulgaria
    Posts
    13

    Default

    Ok so after a second 30 min game I kinda got used to the jumping.But still this map doesn't let me do most of the moves necessary to dodge properly.On the lower level I'm afraid nobody can memorise it properly or use it in his advantage.About the redeemer-the map is too big.The redeemer can't help at all and it's useless. It can only give you 1 to 2 frags,if you're lucky even 3 but it ain't useful and it can sometimes kill you >_>
    GeForce 8800GTX
    4 GB RAM
    Intel Core Duo E6750 @ 2.66 GHz
    Wild Unreal Tournament Fan <3

  12. #52

    Default

    Quote Originally Posted by Dopemgs View Post
    On the lower level I'm afraid nobody can memorise it properly or use it in his advantage.
    Do you mean it's difficult to find and memorise where are the Jumpads?
    Do you suggest me to to find a way to make the lower level more "clearly and understandable" by a player who play the map for the first time?
    Because after make some few rounds on it, I think the layout is not very difficult to memorise, it's a symetrical map...

    Ok for the redeemer, but with how many bots did you play on it?
    I usualy play with 20-30 bots inside.

  13. #53
    Skaarj
    Join Date
    Dec 2008
    Location
    Varna,Bulgaria
    Posts
    13

    Default

    I played full house. The redeemer almost never could get attached to more than 3 enemies. The lower floor was too hard to go through.You can always fall down and etc. And you can't use anything else than wall-dodging which ain't exactly helpful.maybe you should leave more open room down there.
    GeForce 8800GTX
    4 GB RAM
    Intel Core Duo E6750 @ 2.66 GHz
    Wild Unreal Tournament Fan <3

  14. #54

    Default

    Quote Originally Posted by Dopemgs View Post
    I played full house. The redeemer almost never could get attached to more than 3 enemies. The lower floor was too hard to go through.You can always fall down and etc. And you can't use anything else than wall-dodging which ain't exactly helpful.maybe you should leave more open room down there.
    Ok.
    I will try to explain how I play on it

    The best tactical is to reach the upper level as quick as possible (if you don't spawn on it first lol) and grab all weapons on the 4 corners ( the tip is to use jumpads on the 4 uppers corners to reach the 4 weaponbases and the 4 armors quickly via the top of the Udamage's tower-and grab at the same time the Udamage if you are lucky) and then you are full-armed to make some monsterkills on the center lower level ! (ps : me and my friends are addicted to the sound played then lol)
    Hope it can help you to have more fun in it...

    As for the redeemer, yes it's true is not very helpfull in most case but it's not really affect the gameplay too, morever it's give some cool thrills when a bot take it and you are alerted by the big alarm that a missile is coming !

    But I will take note of your suggestion to try to make more open spaces on the lower level, I have already made a version in that way, I will put this version to DL here ASAP

    Again, thx for your comments

  15. #55

    Default

    What ever floor your on theres still a large chance of you falling when simply dodgeing and ending up dieing. Theres only so many times I like to die accedently in a map. Its like constantly walking on egg shells yet you have to jump all over them to survive.
    A big Necris fan since the first time I got my hands on UT99. Join more Necris fans Here!
    Send in the clowns.The Nitwitts.
    Quote Originally Posted by phalanx View Post
    admin addbots 1
    *Loque joined the game*
    Oh no!!!
    *shuuders at ut99 Loque*

  16. #56

    Default

    Quote Originally Posted by Kazimira View Post
    What ever floor your on theres still a large chance of you falling when simply dodgeing and ending up dieing. Theres only so many times I like to die accedently in a map. Its like constantly walking on egg shells yet you have to jump all over them to survive.
    I was though it give a little spice's touch to precisely have to take care constently of the holes...

    but I have play this map so many times that it's good to have other's players feedbacks and feelings

    I will try to re-work the sub-level in that way as I have already said...

    Thx
    Last edited by SEBASTIEN-NOVA; 12-11-2008 at 06:35 AM.

  17. #57

    Default

    Repply to Odedge :

    Thx a lot for your great private feedback

    I will try to explain me and tell you if I follow you or not on the following points according to your PDF Here :

    1- Yes, all sources of lights are not already here, I'm on work !

    2- I agree with the concept of "main weapons/more risk", but for now I will keep the weapon placement cause of the gameplay on the map, I mean I want to keep the bot repartition over the all map as it's actually.
    But I will try to change the flak placement just for private test, and if I think the gameplay is better, I will keep the change

    3- This part of the map is not finish, and I agree, need's lighting ASAP !

    4- It's not your perception ! the collision is a bit huge for the 4 jumpads on the lower level, I have already fix it.

    5- Thx, it's the best I can do for now with my emitter's knowledge (wich is very small).
    The effect I give to my jumpads on the UT2004 version was a bit better...

    6- I works actually on a re-working of the center part of the lower level, and for shure I try to break the flatness of the floor

    7- It's a part of visual not already finished too...

    8- I agree, and it's fixed.

    9- The platform on the left and right of the main way (with the red arrow) are there to allow players to reach by another way more fast the teleporter who lead to the Invulnerability (by the top of the rocket/stinger tower).

    10- It's a lack, thx to point that me

    11- I have learn few time ago that it was possible, so I will fix that stuff too

    12- I just learn how put the music in the music's channel instead of this for ambient sound, so it will be fixed too on the next beta and you will able to turn off it

    13- On the first version, I was made the armor's towers reachable just like you say, by the lower jumpads. I have changed that point to increase the the fastness of the flow inside, but maybe you have right, the layout need a bit more challenge for some items.
    I will make a test with comeback to my previous building.

    14- For this point, I don't understand what you try to advise me, my english reach is limit here lol

    To sum up, still lot's work inside, happily, the chrismas hollidays come
    Last edited by SEBASTIEN-NOVA; 12-15-2008 at 08:29 AM.

  18. #58

    Default

    Quote Originally Posted by SEBASTIEN-NOVA View Post
    Thx a lot for your great private feedback
    You are welcome.

    I will try to explain me and tell you if I follow you or not on the following points according to your PDF Here :
    Hahaha, so much for the private feedback.

    14- For this point, I don't understand what you try to advise me, my english reach is limit here lol
    You have a sound that is activated when a power up (Keg of Health) is available, which is fine as it fits with your theme (Rock concert meets deathmatch!). But when that power up is picked up, everybody (who is paying attention), hears a sound to tell them it's not longer available.

    I think this sound should only be heard by the player picking it up. The other players should have to go and see if the power up is still available.

    Does that help clear my point up?

  19. #59
    Iron Guard
    Join Date
    Jun 2008
    Posts
    638

    Default

    Thanks for making a map about gameplay. That is all.

  20. #60

    Default

    Quote Originally Posted by Odedge View Post
    Hahaha, so much for the private feedback.
    Lol Yes but it was to make it everybody be of benefit of this good feedback

    Quote Originally Posted by Odedge View Post
    You have a sound that is activated when a power up (Keg of Health) is available, which is fine as it fits with your theme (Rock concert meets deathmatch!). But when that power up is picked up, everybody (who is paying attention), hears a sound to tell them it's not longer available.
    I think this sound should only be heard by the player picking it up. The other players should have to go and see if the power up is still available.
    Does that help clear my point up?
    Yes sir !
    I think I will follow your suggestion (again ), especially because it's boring to listen those sounds each time a bots grab it lol

    Thx

  21. #61

    Default

    New version available on the first post

    The last one before the final version ( just a little new S-FX to tweak, fix a bug with lifts, and maybe create an other music)

    I have make some visuals changes, added apropriate sound walk step to some materials, rework the lower level for more space to move on, tweaked the lowers jumpads, remade some kismet seq...

    I wait your feedbacks...

    Bye,
    and happy chrismas guys
    Last edited by SEBASTIEN-NOVA; 12-24-2008 at 11:48 AM.

  22. #62
    Marrow Fiend
    Join Date
    Mar 2007
    Location
    French Canadian, Montreal
    Posts
    4,307

    Default

    Great

    I won't have to play it today (I wake up 1 hour ago & I'm going to another party lol) but I'll try it out tomorrow. I'll comment if there is anything. But that B8 look & sound very solid !

    THX & Merry Christmas to you Seb !!!

  23. #63

    Default

    DM-TowersArena2k9 is finish.
    I will release it the next days, bye.

    UPDATE Screenshot 03/01/2009 :
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Edit : I have to delayed the release of this map cause a trouble with my customs stingers, I try to find a solution...
    http://forums.epicgames.com/showthread.php?t=650305
    Last edited by SEBASTIEN-NOVA; 01-06-2009 at 07:14 AM.

  24. #64

  25. #65
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,315

    Thumbs up fun map!

    I like the low gravity, jumping like a jackrabbit as well as the abundant pickups, neon lights, spotlights and lighting/shadows; a lot of stuff going on here with the excellent music choice, ambient sounds, berzerk, udamage announcement and hat trick; the player recommendation is a bit high and I would think an ideal player load would better fall from 8-16 players; bots are a little easy in here and best played as TDM. Not sure how I missed this one.


 
Page 2 of 2 FirstFirst 12

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.