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  1. #1
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    Gamertag: KazeoHin

    Map - Capture the Flag (PC) CTF-ArahanCrown [100% custom art][Pics][D/L UP!]

    Name: Arahan Crown
    Version: 1.0
    Compatibility: UT3 patch 2+
    Description: A space-fantasy dream-world come to life. Worlds collide in this colorful contrast of nature, architecture and imagination.
    Comments: 100% of the art assets are my own. All meshes and textures, materials and effects: everything you see was hand (mouse?) crafted by yours truly. A quick word to fellow modders: the Ambient Occlusion material IS included in the download, I will provide a tutorial at a later time detailing the specifics of how to use it.
    Screenshots:
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    Credits: myself and this time Epic Games: for the great music.
    Download: CTF-ArahanCrownV1.rar at MediaFire CTF-ArahanCrown at Fileplanet
    Last edited by KazeoHin; 10-22-2008 at 07:14 AM.

  2. #2

    Thumbs up I love your color and lighing of map !

    Im big fan of DM-AudioRoyalle so
    downloading and try out this map too !
    thank you !
    = Buffy The Jedi Knight =

  3. #3
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    Quote Originally Posted by BuffyTheSlayer View Post
    Im big fan of DM-AudioRoyalle so
    downloading and try out this map too !
    thank you !
    No problem! I know you always do a thorough job of exploring maps, so I'm looking forward to your opinion!

  4. #4
    Green_Day_584
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    Looks very unique Kazeo, I'm surprosed less people took notice of it - especially due to the fact that its entirely custom.

    I'm a little scheptical about the colour and pp, but hey - since when did all maps have to be dark and lifeless? Downloading .

  5. #5
    Boomshot
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    very cool, looks unique! looking forward to trying this out

  6. #6
    Iron Guard
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    Cool map. The music is great

    The lighting works really well. Good job.

  7. #7
    MSgt. Shooter Person
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    I love the visuals, really original. Downloading now.

  8. #8
    MSgt. Shooter Person
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    I am not fan of your lighting but this is a quite original map, the custom content is great. Just one thing: I am a bit surprised that your meshes are not lightmapped, why ?
    Last edited by Raz; 10-20-2008 at 06:21 AM.

  9. #9
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    Kewl design...and with low grav!
    Nice werk!!
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  10. #10
    MSgt. Shooter Person
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    Looks very different (in a good way ofc). Any chance of a ps3 cook?

  11. #11
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    I'll answer a couple questions, as I've gotten a few of them!

    Jake99
    Any chance of a ps3 cook?
    If anyone is willing to work with me to cook it and performance test it for PS3, I'm more than wiling to give it a go.

    Raz
    I am a bit surprised that your meshes are not lightmapped, why ?
    Honestly, the time and effort it takes into lightmapping custom Static Meshes is not worth the result. Yes, I admit some of the areas would look a tad bit prettier with some lightmapping, but 90% of the map uses meshes too small/complicated to worry about it. Not to take a stab at epic, but I really don't agree with the amount of work it takes to get a mesh lightmapped in UE3. Working with multiple UV sets in Maya is a nightmare (in my experience) and I try to avoid it unless 100% necessary. I would probably think otherwise if the "generate unique UVs" option worked (for me) in the static mesh editor, but it always seems incredibly versed in creating nothing.

    Green_Day_584
    since when did all maps have to be dark and lifeless?
    I know this isn't a 'real' question, but I'd like to talk about it: One of the goals of this map was to re-create an environment in the style of the original Unreal (no subtitle) with the visual quality of UE3. It seems that Epic went colorblind with UT3 and Gears of War, which is odd because Unreal and Unreal Tournament have always been so colorful and stylish. Not to say that Epic's work is at all low-quality, quite the opposite: their work is beautiful. but I miss the old 'Unreal' styling.

  12. #12
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    Quote Originally Posted by KazeoHin View Post
    I know this isn't a 'real' question, but I'd like to talk about it: One of the goals of this map was to re-create an environment in the style of the original Unreal (no subtitle) with the visual quality of UE3. It seems that Epic went colorblind with UT3 and Gears of War, which is odd because Unreal and Unreal Tournament have always been so colorful and stylish. Not to say that Epic's work is at all low-quality, quite the opposite: their work is beautiful. but I miss the old 'Unreal' styling.
    I agree with you on that, and alhtough i certainly liked the colors used in this map, but it lacks contrast. There's one are that's really orange and then the next is really blue, it's probably because of the fog. Anyway it played fine, but there are a few issues, it's too hit scan dominant and the sudden gravity changes are annoying as hell.

  13. #13
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    Visual design and gravity play is astonishing but performance really hurts.
    My rig isn't what i'd call "old" but i think i need a new PC to play this map... or lower graphics....

    Naaaaaah new toys = fun !

  14. #14
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    just for indexing: what system are you running?

  15. #15
    Iron Guard
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    This is beautiful. If it plays well too, you've just set some kind of record IMO.

    How the devil did you make the beautiful sky?
    Last edited by brisingre; 10-21-2008 at 10:13 PM.

  16. #16
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    intel core2duo e4300 @ 2.4Ghz
    8800GTX @ stock
    2GB ram
    Windows XP

    I like to play with high framerates with a minimum drop down to 30 fps.
    The reason for this is because i like to play in Stereoscopic 3D (remember the anaglyph 3D video ? that was me).

    Playing in 3D requires 2x more frames, so the framerate is divided by two.
    On this map, i usually get an average framerate of 25fps in standard rendering, which drops between 10 and 20 fps in stereoscopic 3D rendering.

    That's too low for me. (i want a new PC : cry

  17. #17
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    That seems a bit low, but then again, sterioscopic 3D seems to be a bit performance-hungry... I bet I could find a way to get that rendering more quickly... no need for two Independently rendered frames... b ut that topic is for another thread..

  18. #18
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    Well I don't really know how you could optimize the map without destroying it.
    The main problem is that you can see the whole map from any point... and the map is pretty at the same time.

    The map isn't unplayable but it is heavy. It's in the same class as Dreary3, except it's the whole map, not just the central fighting zones.

    I wish you good luck in trying to optimize it, every fps is good to take.

  19. #19

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    I'm not actualy able to play much of it properly but I can say it does look beutiful. The color tinted areas were a bit much I think and didnt show off your effect well unfortuantly.
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  20. #20
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    I tried it out just for the AO effect. I think it really has potential but the fact that you used it as a lightfunction really hurts its use and its perfomance. It should be relatively easy to code a volume that has this as a default pp overlay I believe, but I am not entirely at home in that either. Your current use slows down perfomance a lot, and it makes it a lot harder to use in indoor levels.

    I do think the effect needs to be more blurred, I tried playing around with it but it is very difficult to get rid of the random noise it creates for me.

    I think it should be very doable to create a cell shading thing in the same way, that would perhaps be even cooler to have then AO.
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  21. #21
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    Quote Originally Posted by Hourences View Post
    I tried it out just for the AO effect. I think it really has potential but the fact that you used it as a lightfunction really hurts its use and its perfomance. It should be relatively easy to code a volume that has this as a default pp overlay I believe, but I am not entirely at home in that either. Your current use slows down perfomance a lot, and it makes it a lot harder to use in indoor levels.

    I do think the effect needs to be more blurred, I tried playing around with it but it is very difficult to get rid of the random noise it creates for me.

    I think it should be very doable to create a cell shading thing in the same way, that would perhaps be even cooler to have then AO.
    Yes, I agree with you 95%. I used the effect as a lightfunction purely because that was the only way to get it into the map without code. I think the map looks great with the effect, but the slowdown is quite heavy as you said. The only good thing with the effect per-light is that it allows for independent tweaking of each light's occlusion. I wish that Sky-Lights would allow for light-functions: that way one light would be running the effect instead of three. My friend and I were losing sleep trying to code a unique actor to change the default post-process effect for the localplayer, but this was abandoned when time eventually ran out. I created a post-process effect with a slight blur and it turned out looking quite great, but without code there is no way to get it working.

    The cell-shading aspect was something I was going to save as a surprise for the community but you are very right: this effect can be tweaked to create Universal cell-shading that allows multiple objects to create bold outlines on each other, instead of relying on a cell-shading material per-object (which does not allow for a total cell-shaded environment). I probably wont use it, but I'm sure the community could use this for great justice.

  22. #22
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    I would personally be very interested in some kind of pseudo cell shading material, creating subtle but strong outlines around things. I tried playing with it again tonight, but I cant seem to pull it off. I manage all kinds of fun stuff but nice outlines

    Let me know if you ever manage to get a cell shading/outline like material going
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  23. #23

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    Saw your tag for the CTF map D/L

  24. #24
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    VERY VERY VERY WELL DONE MATE.

    Just looking at the images bring a real sense of purpose and feel to the game, you should seriously concider making style of design into a full game.

    Keep up the good work. its very hard to find people who think outside the box. your style is unique and i feel you will go far in this industry.


    thanks for sharing, and keep up the good work

  25. #25
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  26. #26
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    i just played it, and its great!
    the only thing which might need some improvement is the lowgravity: sometimes i jump to another playform, but the lowG doesnt kick in :/

  27. #27
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    Question not sure about this one

    First, no recommended player load was given in the preview shot. Second, it's too bright and it looks like you used terrible colors and lighting. Yes, it's unique but the colors just don't look good; and, yes, not all maps need to be necritized but it just doesn't look right. I do realize it's an experiment and you tried something new, but I'm just telling you how it looks to me. Although, it might look fine for others, so don't let that discourage you from trying it. Third, for a space map I didn't see anything moving, but maybe that's because the frame rates are low enough already; the action actually stopped for me 3-4 times for a couple seconds. The gameplay really isn't too hot either with many places to get stuck (esp. at bottom of flag stairs) and too many hitscan bots; this last thing could also mean the bots are pretty good in this map. Wild ruins and I like the low gravity, which works for me all the time.
    Last edited by SkaarjMaster; 06-07-2010 at 07:22 PM.

  28. #28
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    http://ut3.game-maps.net/index.php?act=view&id=1630

    Added it to the db now, any objections if i add it to a future mappack?

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  29. #29
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    Quote Originally Posted by SkaarjMaster View Post
    First, no recommended player load was given in the preview shot. Second, it's too bright and it looks like you used terrible colors and lighting. Yes, it's unique but the colors just don't look good; and, yes, not all maps need to be necritized but it just doesn't look right. I do realize it's an experiment and you tried something new, but I'm just telling you how it looks to me. Third, for a space map I didn't see anything moving, but maybe that's because the frame rates are low enough already; the action actually stopped for me 3-4 times for a couple seconds. The gameplay really isn't too hot either with many places to get stuck (esp. at bottom of flag stairs) and too many hitscan bots; this last thing could also mean the bots are pretty good in this map. Wild ruins and I like the low gravity, which works for me all the time.
    Hey SkaarjMaster, I appreciate the feedback, and I'm also wondering a few things: Does the map on your PC look the same as in the screens I posted? I've heard a few problems with certain PCs not rendering the materials correctly. Second, is I remember specifying a desired player count, however, it was long ago: Maybe the map did not install correctly/Download mirror did not upload the map properly. Either way, thanks for the feedback.

  30. #30
    Redeemer
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    Cool

    Quote Originally Posted by KazeoHin View Post
    Does the map on your PC look the same as in the screens I posted? I've heard a few problems with certain PCs not rendering the materials correctly.
    I'll have to check the map again soon. What PCs are having the rendering problems, older ones? Mine has a C2D E8600, Nvidia GTX 280 and plenty of RAM. I'll check the shots on my computer at home tonight and then immediately play this as my first map in UT3 before running anything else and see what happens. Either way, I'll probably modify my review at least slightly.

  31. #31
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    Quote Originally Posted by KazeoHin View Post
    [...]Second, is I remember specifying a desired player count, however, it was long ago: Maybe the map did not install correctly/Download mirror did not upload the map properly. Either way, thanks for the feedback.
    The playercount has to be defined in the .ini, not just within the editor (if you have done it though, and if MapMixer is used, it saves the settings of the first version (you'd have to update it in Config/UTMapMixerMapDatabase.ini))
    ~proud to be within the top 50.000 UT3 players of the world ~


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  32. #32
    Redeemer
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    I'm sure there is something that UT3 does automatically for recommended player count, but I just didn't see it in the preview shot like I do most custom maps.

  33. #33
    Iron Guard
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    Quote Originally Posted by KazeoHin View Post
    Hey SkaarjMaster, I appreciate the feedback, and I'm also wondering a few things: Does the map on your PC look the same as in the screens I posted? I've heard a few problems with certain PCs not rendering the materials correctly. Second, is I remember specifying a desired player count, however, it was long ago: Maybe the map did not install correctly/Download mirror did not upload the map properly. Either way, thanks for the feedback.
    I have to agree with SkaarjMaster, the colors aren't good. The orange and the blue colors are way too strong. However, the artwork is great (besides the lighting) and the map is quite unique and fun.

  34. #34
    Redeemer
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    Just tried it again and it does look the same as the screenshots and I still am not a big fan of this map's colors and lighting. It still locks up for about 4-5 seconds every now and then; I'm not sure why. Does anyone else get this?

  35. #35
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    Thumbs up Love this personality.

    I love the way to used the blue fog setting, but I suggest, added the spontaneous mixtures of blue and orange colors each separately to recognize the red/team base paths and its too bright on the inside (the outside is quite good perhaps). Like this low gravity and some dizzy paths of the ruins around the corner. It's a very good map alright with 10 players; great design and atmosphere but the gameplay is very little intolerant as usual due to the framerate is low on performance and hard to aim for fragging some bots, well, the laptop seems fine to me and don't have to keep the UT3 crashing.


 

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