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  1. #1
    MSgt. Shooter Person
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    MAP-DM DM-Ancient *UPDATED*(Pics inside)

    Alright so after alot of suggestions and ideas I went through and fixed what I could up and here is a new build for my map and again I would like for some to test it out.Thanks for all your help and suggestions.

    Overall I decided not to go any bigger I thought this was fine for a small and fast deathmatch map (plus Id like to start on something new soon once this is polished).You can now stand in the water lol it's not as square looking, the lighting has been completely redone and some things have been fixed and added.
    Also the meshes should no longer be blurry so if someone can confirm this I would appreciate it
    Images:
    -----------







    File: NEWEST BUILD
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    http://files.filefront.com/DM+Ancien.../fileinfo.html
    Last edited by JustinR; 12-23-2007 at 10:48 PM.

  2. #2
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    Hey, Well Done. I like the look of this map. It's more color than I've seen in UT yet. (PS3 version, so I can't use the mods) Are you saying this map will work on PS3 if I download it? If so man that's capitol! I think you'd be the first PS3 compatible map. Send me a friend invite on PSN if you want. After you get the game, I can help you beta test you maps over PSN.
    PSN ID- Darth-Krayt

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  3. #3
    MSgt. Shooter Person
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    Hey thanks for the comments I also have a Playstation 3 and as soon as they get the thing fixed to allow that to happen I will cook it out for Playstation 3 and send it to you ,well I will contact you

  4. #4
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    looks good (especially if this is a first map) but you may change the ceiling texture and add some architectural decorations on your floors and walls (like trims etc...) because it quite looks squared
    but i like this theme, very different from retail maps

  5. #5
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    This is one of the better maps I've seen, if not one of THE BEST, also, my computer is aging and I usually get between 15 and 25 FPS on most maps, this however brought me up to a shocking 42 average! I'm in your debt, no only do you have sexy graphics but awesome frame rate!
    This is a keeper

  6. #6
    MSgt. Shooter Person
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    Thanks for the comments and critiques.This is still in the beta stage and I completely agree with your square comments.I also wanna add something to the ceiling in the middle to break it up abit as well.

    As for the size I built this map with exactly that in mind I wanted a map that looked pretty good but would play well as I also have a pc like I mentioned that has a hard time playing this game.

    Keep the comments or critiques coming Im gonna listen to all points and fix things up within the next few days

  7. #7
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    I cannot play right now, but i see few things on your pictures:

    - water has really small wave, if you used static mesh sheet, pick another water texture that does not look like ocean from 20k feet, or make sheet brush and add special surface - non-solid visible

    - use some more textures, i know that there are only few with stones, but find at least 3: one for walls, one for floors and another one for roof.

    - last picture. Floor texture, in one corridor those black stripes go along it, but another corridor has them across. make corridor from 3 separate brushes, one for corner (it may be raised 8-16 units to make cool trim) and 2 separate brushes for corridors. this way you can texture each part of floor separately.

    Work on lighting, this is how I usually do it (I picked method in some tutorial, but cannot find it).
    - first you make very dark skylight. It should barely lit your map. This will simulate shadows.

    - make holes in your roof and some upper parts of walls. (I hope you started map as additive) add bright directional light to simulate sun rays. in last stage you need to add static meshes to simulate light cones.

    - now add lamp meshes in places you want to make brighter and place lights. Do not light up every corner. Only most traveled places should be bright, leave some corners in half dark.

    Last part is setting up shadows. But I write more about it later.

  8. #8
    MSgt. Shooter Person
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    great thanks for the advice I'll sit down tonight when I get home and see what I can add and fix

  9. #9
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    i like the theme <3 nature


    oh if you havent already try to hide some powerups behind some ivy or something
    Last edited by Phoenix86; 12-20-2007 at 01:17 PM.
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  10. #10

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    The walls look great, but the floor and especially ceiling are very bland and repetitive. A flat ceiling usually isn't your best option, graphics wise.

  11. #11
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    meh... i was thought that this is an remake of some UT200x map lol...
    but still looks nice especially for the first map... Nawrot talks the deal!
    Sorry for bad engilsh, I am Russian

  12. #12
    MSgt. Shooter Person
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    To be honest i haven't played an unreal game before this one i fooled around with the 2004 editor in class but nothing major.Im in a game development program and we are working with this ,this semester so I started learning this over my holiday break.

    pretty much this map is my learning map but I figured hey its a decent map why not see if people would like to try it and get some crtiques so I can better myself.As for the other comment this is an additive map so I will skybox it and have some nice light coming through I love the sound of that idea.

  13. #13
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    i had a try yesterday, layout is simple but can be fun with 2/3 players

    btw i had a texture problem : i could only see the detailed textures of a static when i came very close of it, but i already had that problem in other maps and i don't know where it comes from anyone know what it is ?

  14. #14
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    The static meshes (all the vegetation) is exceptionally blurry except when I am right next to it. See this thread for the apparent fix, and keep in mind with any maps you make please

    Half the time I spawn facing a wall, which is slightly annoying.

    Not sure what the Avril is doing on this map, though I got a kill with it the only time I ever fired it.

    Beyond that: squarish. The relative simplicity isn't necessarily bad though as that one guy with the lower specs mentioned. I'd do something about the ceiling though. Arched? Suppoert beams? Opening to the sky?

  15. #15
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    Also, something else I noticed was that you walk on TOP of the water, you should make the water volume under the water sheet so you can actually go into it, also I agree that the water is WAY too choppy for an indoor setting... Try to find a smoother water texture

  16. #16
    MSgt. Shooter Person
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    I basically ripped this thing apart last night and I have gone through and fixed alot of things even the tone of the level has changed.The water has now also been fixed and Im almost done the look being too squarish.

    The spawn points have all been fixed as well.I will look after the blurry textures thanks for letting me know this again I can't play this thing really so there is no way for me to tell these kind of things until I pick up the PS3 version and am able to run it smoothly but I will look into that and fix it.

  17. #17
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    I'd be happy to check it out for you... Although I can't run it super high detailed I can run THIS map smoother then all others, also thanks for fixing the water, I don't like the idea of being a robot with extremely heavy [sounding] armor and walking on water, it's unnatural

  18. #18
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    Thumbs up

    I found this level fun to play thank you. Agree with earlier square looking comments and think a few more objects around the level could help with this in areas where it is not possible to work outside this format. Also seems to be a tendency for user maps to be one big room or one big room with a + corridor through it. Was thinking you could maybe put a large round open connecting room in the middle and then a double of your existing structure on the other side if you wanted to give your map a bit of variety quickly and relatively easily. ( +0+ where plus is the work as is) While addressing some of the too square issues. Congratulations on your first map, a step I have not yet made and please take all ideas as helpful suggestions only accordingly. I run at 1920x1200 with intense graphic settings and looked fine on my pc. The only real issue I found is that the ivy on the walls (which looks great and I were you would keep), tended to pop in and out if focus a lot. In the focussed view it looks great in the unfocussed it looks quite dated graphically. http://utforums.epicgames.com/showth...=static+blurry <------- This thread may help you, im not sure as I havent advanced as far as you. The fire collums look great. Top first effort in my humble opinion
    Last edited by FragTastic; 12-21-2007 at 07:37 PM.
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  19. #19
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    Make it more contrasted (light and dark area - use some green-brownish to make the plants stand out - all lights should have a visible source). The concept is nice and I cant wait to try it on the PS3.

  20. #20
    MSgt. Shooter Person
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    Thanks for the comments.I have addressed the blurry texture problem already someone had mentioned that earlier and i have thrown around the idea of a larger map but I am still not sure this was more of a map for me to learn things on and I have another one all laid out and ready to go.I'm gonna spend tomorrow getting this thing polished and I hope to have another build of it up tomorrow sometime.Any other problems don't hesitate to list them.

    As for contrasting I have reworked all the lighting the map now isn't as bright it is abit darker but the flames really help light the rooms it's looking quite nice I think it has some nice shadows and a nice blend of lighting.Other things I have fixed is the water now you go in it and it is larger so it doesn't look like it is so far away.The walls up top and bottom are almost trimmed so now it doesn't look as squared off and the textures have all been reworked.
    Last edited by JustinR; 12-21-2007 at 11:27 PM.

  21. #21
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    Judging by the pics, (no ut3 till crimbo) it all looks very flat and RCR based. You really should try to come up with a more interesting layout before you go crazy with the foliage.
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  22. #22
    MSgt. Shooter Person
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    I've reworked the entire map I have just finished and will be uploading a new build for testing.Problem is I just finished and Unreal decides to crash while I am doing my final save so I gotta go and fix a few things I lost then I will have a new build up.

    Also this like I said was a map for me to learn i didn't go all out on the layout simply because I didn't know how.I do now and my next map with be on a much larger scale.Also the purpose of this map was just a small fast up to 6 player multiplayer death match.Anyways something new should be up within the next hour.

  23. #23
    MSgt. Shooter Person
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    newest build uploaded


 

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