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  1. #1
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    Map - Deathmatch (PC) DM-Protean [alpha 2 1/22/09]

    Name: DM-Protean
    Version: Alpha 1
    Compatibility: ...UT3?
    Description: Open map with a lot of Z-axis gameplay, for 5-8 players.
    Comments: This started out as a layout test - the version in the download still has zero visuals. I thought I'd go with the Asian theme, but it didn't really work out (and I lost the file that had all my mesh work etc.) so I started out again with a clean, bright, vaguely Mirror's Edge-y theme. This is my first real map layout, and my first map for UT3, so any suggestions for moving things around, improving flow, that kind of thing, are welcome.
    Screenshots: (most recent at top)





    http://img131.imageshack.us/img131/7575/bridge1vs1.jpg
    http://img229.imageshack.us/img229/7963/sbridge1kc9.jpg
    http://img131.imageshack.us/img131/8633/sbridge2gw3.jpg

    http://img84.imageshack.us/img84/8395/moarbo3.jpg

    http://img134.imageshack.us/img134/7...ot00024zp5.png
    http://img89.imageshack.us/img89/256...ot00025ys2.png
    http://img227.imageshack.us/img227/7...ot00027qe2.png

    http://img231.imageshack.us/img231/6...ot00021qh4.png
    http://img99.imageshack.us/img99/449...ot00023hi8.png
    http://img99.imageshack.us/img99/663...ot00022pv9.png

    http://img225.imageshack.us/img225/7784/protean1ry3.jpg
    http://img91.imageshack.us/img91/623/protean2ti2.jpg
    http://img80.imageshack.us/img80/5513/protean3pm9.jpg

    Download: DM-Protean-a2.zip (11,473 KB)
    Last edited by mahalis; 01-22-2009 at 11:51 PM. Reason: updated download link

  2. #2
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    Even if you just decided to stop making this level, I'd still play it as is. This layout is fun as hell. Only thing is that on that platform with the 5 health vials, I keep wishing I could get over the wall to the jump boots on the other side. However, as is, it makes it a long and perilous run for anyone to get up, get the boots, and get the UDamage, so I think it's best that way.

    Also, definitely go with the Orient theme. There's already no shortage of liandri based levels and not nearly enough Asian themed ones.
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  3. #3
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    Are you kidding me ... no nearly enough Asian themed levels? What are you on I want some ... there is an abundance of Asian themed levels ... including the new CTF Face that was released in the Epic bonus pack. Its almost laughable that you would say that when over at BU were talking about this very thing ... how the Asian theme is quickly becoming the Egyptian theme of UT2K3/4 (in terms of being overused). I suggest you take a look around ... there are far too many Asian themed levels as it is imo. I think a level like this would be best served with a gritty war torn urban theme ... now that is something we don't have enough of ... or even a nice island/forest (think Antalus) theme would be a nice change. We definitely don't have enough of those types of levels ... something like the jungle like area in Gateway or UT2K4's DM-Desertisle.

    One last thing I will say about the Asian theme again is that if you look at the screenies for the upcoming CBP3 for UT3 there is at least one Asian themed level coming from that pack as well. So really I think it would be great to see something different for this level. A necris theme similar to the one in Sentinel would also work very nicely I think for this layout.

  4. #4
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    Heh, I should have specified good Asian themes, but a war-torn style would definitely fit this map. The layout reminds me a lot of an old Killzone map.
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  5. #5
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    I'll consider Necris - it's a cool style and there's a lot more variety in the available meshes. War-torn-city also might work.
    Any comments on the layout itself? The main problem I'm seeing is that combat seems to center in the courtyards and things, with the outer areas being used very little except for resupply. Not sure what I can do about that without closing areas off from each other or something.

  6. #6
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    The layout is amazing! IMO, leave it the way it is.

    I just hope this map ends up with a bit of color. Necris/Asian theme = blah.

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    Have a tall building in it, 1 tall building would be very interesting with about 5 floors, and the roof....

  8. #8
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    This is what I have to say on the whole choice of theme. Do what you want, if you want to use the Asian theme then go and do it.
    My UT3 video tutorials: Apophis3d.net Tutorials My Portfolio Site: HatchieDesign.com

  9. #9
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    I can agree with that 100% but at the same time if you post a blank slate (essentially) on these forums you already know that folks are going to make suggestions about what the theme is. Folks who don't want that wait until after they have already chosen their theme usually. But by all means if you have actually made a decision and were not looking for any input from us then do what you want.

  10. #10
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    Gameplay on this map is awesome.

    High-res screeny:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Send me an email ( jellemees@gmail.com ) if you want me to record a gameplay-movie of your UT3-map ( PC ).
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  11. #11
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    Really great layout you have there, can't wait to see the final

  12. #12
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    Couple new screenshots. It's looking a little schizophrenic at the moment - I'm thinking I'm going to try combining the Oriental and City styles, basically a bit in the Market District vein, so there's a lot of bits around that don't quite fit together.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  13. #13
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    On the second picture, the tree seems... to be coming out from nowhere and also seems to break the visual composition of the map lol...

    Are you sure you want it there?

  14. #14
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    Quote Originally Posted by Hyrage
    On the second picture, the tree seems... to be coming out from nowhere and also seems to break the visual composition of the map lol...

    Are you sure you want it there?
    Nope. Not sure at all. I want a tree -somewhere-, because trees are cool, but that's by no means the final place for it.

  15. #15
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    i don't know... when i walk down a city sidwalk i see trees that have been planted in little square that have grates over them... so it doesn't look out of place to me. cept under the bridge is kinda weird. but maybe thats just my perception
    Life is a process by which we are taught humility.

  16. #16
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    A few more. I've mainly been trying to architecturefy the center building and a few of the hallway-bits; pretty soon I'm probably going to run sidewalks around the whole thing and start adding storefronts and things.





    edit: ...and another.
    Last edited by mahalis; 04-12-2008 at 05:14 PM.

  17. #17
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    Just done downloading and installing your map. You forgot a readme! Remember that makes sure new people know how to install it and gives you proper credit for your work.

    One thing I have to say about these city maps that annoy's me is when they have all of these stores and you can't go into any of them! Just figured I'd throw that out there because your not done yet

  18. #18
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    Quote Originally Posted by Darthdrewmungus View Post
    Just done downloading and installing your map. You forgot a readme! Remember that makes sure new people know how to install it and gives you proper credit for your work.
    Thanks - I'll add one for the next release.

    Quote Originally Posted by Darthdrewmungus
    One thing I have to say about these city maps that annoy's me is when they have all of these stores and you can't go into any of them! Just figured I'd throw that out there because your not done yet
    Mm. I don't have a good way of changing that - there's not much room in the layout for an open store, and a space with only one exit (e.g. a store) isn't good gameplay-wise. I'll try to make the places more obviously boarded-up.

    More screenshots - I've been doing some lighting work, adding a bit of color, all that, and building sidewalks and things.



    DM-Protean [alpha 2: 1/22/09]

  19. #19
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    From the screenshots so far I just don't see these disparate themes working together. I hope you can pull this off ... the necris parts seem out of place here imo.

  20. #20
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    Necris parts? Everything I'm using is from ASC and HU. You mean the walkway-things?
    DM-Protean [alpha 2: 1/22/09]

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    Oh ... that flat bridge in the first pic of your previous post is not a Necris themed asset ... sorry about that I thought it was. I just never really liked those ... every map I see them in they just detract from the quality ... I don't know what it is about them ... maybe they are too thin?? They just look strange. Maybe a more traditional bridge would look better and more appropriate ... the other bridges look better imo. Sorry about the mix up.
    Last edited by AnubanUT2; 04-13-2008 at 02:28 PM.

  22. #22
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    Arrow

    Sorry for the lack of updates; I've been steadily improving things but there haven't really been any clear "here is something that's finished" areas. Still:

    Adding some trim stuff to the floors.


    The new ramp-bridge style. Only done here so far, but I'm pretty sure this is how the rest will be as well.

    I kind of dislike the generic city-stuff I've currently got around the edges; it's not very flexible and it's definitely not attractive. I may rebuild the outer walls entirely with proper Orient-style buildings and things.
    DM-Protean [alpha 2: 1/22/09]

  23. #23
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    Looks ok, though the Asian theme is a bit overused in custom maps, imo. Personally I still prefer the original, completely bare version. It's just so pure and hardcore, 100% gameplay. I love it.
    If it can't be modded, it ain't worth ****.

  24. #24
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    Quote Originally Posted by 4TX4 View Post
    Looks ok, though the Asian theme is a bit overused in custom maps, imo. Personally I still prefer the original, completely bare version. It's just so pure and hardcore, 100% gameplay. I love it.
    I completely agree.The original unpolished one is great!

  25. #25
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    I've finally started working on this again - initially I just wanted to mess with UE3's material system a bit (just got done playing Mirror's Edge), but I ended up actually putting some work into it and improving the layout, flow, etc. I lost the Asian-themed version a few months back when I formatted my old computer, so this is built entirely off the original. The new style is really clean and minimalist, too much so in places - I need to add some decoration and give the ground floor some color. Thoughts?



    DM-Protean [alpha 2: 1/22/09]

  26. #26
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    like how it look like the style
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  27. #27
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    Mirrors edge colour scheme makes this map look awesome, i was horrified to think that you changed it into an asian theme! But then i realised that was months ago so its all good

    Im so gonna get this map, its rocks from looks!

  28. #28

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    this map looks fun and is fun its colourfull and not gloomy like most maps these days keep up the hard work

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    you misspelt protein..

    -EJon

  30. #30
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    Quote Originally Posted by EpicJon View Post
    you misspelt protein..

    -EJon
    http://dictionary.reference.com/browse/protean

    Also, question for people. The bottom floor I think I'm going to make white and orange - one will be the main color, the other around the edges. Which should be which? At the moment I've got orange in the center, white around the edges, which looks all right but doesn't give me the defined edges I've got elsewhere.
    Last edited by mahalis; 01-20-2009 at 07:47 PM.
    DM-Protean [alpha 2: 1/22/09]

  31. #31
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    New alpha version. Updated layout, the new visuals... it's getting closer to done but there're still some obviously unfinished areas. I want to do something cool, thematically, with the center tower, but that may be overambitious. Also I'm totally not sure about the health keg (does it even have a place in DM? Replace with shield belt as in the original?). Any feedback's appreciated.

    [Download]
    DM-Protean [alpha 2: 1/22/09]

  32. #32
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    MY EYES!

    I have to admit the pictures of your map actually hurt my eyes.

    Way, way to much bloom. Which is only enhanced by overbright white lights which are only there to wash out the original textures.

  33. #33
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    Maybe add red meshes here and there at easy jumps to represent runner vision? Seeing as it looks like mirrors edge it would be cool!

    K, i just played it: Map is great, good gameplay, theme is very clean and looks wonderful, but:

    Bugs:

    You can get out of map with jump boots.
    Skydome is a little close, maybe make it bigger.
    Pickup lights make stupid lighting on the walls because of sunlight, maybe remove a few.
    Theres a hole in the map, by the blue tiling where you fall out, very annoying.

    Also, theres not really much incentive to goto the flak cannon area as it stands, u should also make it harder to get the udamage, maybe a wall jump rather than using the lift?

    I know its an alpha, but theres some feedback.
    Last edited by marilol; 01-24-2009 at 05:54 AM.

  34. #34
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    I don't suppose somebody has the old alpha and wouldn't mind uploading it? I miss this map terribly. =\
    The everlasting peace of mind that comes with time and smashing through the windshield.

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  35. #35
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    It's still up, actually:
    Alpha 2
    Alpha 1
    Enjoy
    DM-Protean [alpha 2: 1/22/09]


 

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