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  1. #1
    MSgt. Shooter Person
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    Map - Deathmatch (PC) DM-Malevolence [v0.9][pics][Beta 4]

    Name: DM-Malevolence
    Version: 0.95
    Compatibility: UT3 Version 2.1 With Titan pack
    Description: A faithful recreation of the UT99 map DM-Malevolence. My favourite DUEL map in the early days
    Comments: See TODO list below for known bugs/issues and future plans
    Changelist:
    • Corrected low res green bricks
    • Added preview picture
    • Fixed Floor material below gold belt alignment probs
    • Lit elevator Mesh
    • Added dust cones on the floor lights valve in the flak cannon room.
    • Corrected elevator for bots
    • Changed support under wooden platforms.
    • Changed door meshes in map to LOW_Detail to ensure visibility
    • Corrected accidental static mesh off position
    • Added blocking volume in bio tunnel for lights
    • Added blocking volumes on curved walls
    • Altered pathing to make bots navigate more of the map.
    • Added blocking volume to curve on wall under link platform.
    • Added 60 second delay for ship fly-by.
    • Added blocking volumes to all concave brushes where players frequently collide.
    • Scaled thread plate material to 0.5 to make character feel further off the ground.
    • Added SM Wooden planks to on rap to water tunnel
    • Added SM pipes details under the previously mentioned planks.(Broken pipe to act as water source)
    • Corrected Misaligned textures in Water Tunnel
    • Added underfoot lighting for water tunnel
    • Messed about with UT Billboard (just coz)
    • Added ambient sounds
    • Corrected BSP surfaces to allow Decals to work
    • Added Water emitters
    • Rearranged Tunnel Geometry
    • Added player triggered sounds


    Screenshots:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis 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 versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Credits:
    udn.epicgames.com
    cgtextures.com
    Anglemapper - Troubleshooting
    Rich 'Akuma' Eastwood - Original designer
    Hourences - Tutorials
    McLogenog - Troubleshooting
    Cr4zy - Troubleshooting
    Stevelois - Enforcer Tutorial/feedback
    M^vL - feedback
    Wolfy.Brandon - feedback
    1XTreme - feedback
    Bl!tz~ - feedback
    coolcat22 - feedback
    Zerglings - feedback

    Homepage: http://offbeatgeek.com

    Download: DM-Malevolence-rc2.zip
    Last edited by Barballs; 01-04-2010 at 10:57 PM. Reason: Beta 3 Update

    "See ya starside"
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  2. #2
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    Hey looks nice I try it out for ya.
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  3. #3

  4. #4
    Iron Guard
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    Kickazz! nice job so far Barballs, glad to see you bringing this one forward.

    I'll post back with some feedback after i have a chance to check this out thoroughly this weekend.

  5. #5
    Boomshot
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    woohoo...another kick ass map !
    thx for yer work
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  6. #6
    Boomshot
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    good work at bring this map back
    thx
    can you at the ripper too this map is just not the same with out it
    here is ut3 ripper light
    http://utforums.epicgames.com/showthread.php?t=620138
    UT3DOM 5.0 IS OUT http://ut3dom.xantaz.net/news.php
    PATCH 2.0 [/url] malcolm is back in ut3
    RANKIN is BACK in ut3
    AT LAST UT3 PS3 NOW HAVE COSTUM SOUND SWEET
    ps3 players all go too this site http://www.iamgaming.com/
    its the best ps3 comunaty for ut3 at ps3

  7. #7
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    Default

    Coolcat: I was thinking of doing that. However UT3 has a weapon mutator that is quite good at replacing it.

    What I can do is have the enforcer in the passage way and have the a mutator ini file (if thats possible) configured to replace the enforcer and it's ammo to the ripper.

    "See ya starside"
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  8. #8
    MSgt. Shooter Person
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    Default

    Ha, awesome. I made a remake for this a while back but it's doesn't look as good. Was my second map so I never uploaded it anywhere. I think you should put the shield belt in the original ripper location instead of a second link gun, since it only takes one dodge to get the bottom one starting at the top. Then you could put the Udamage back in its original place. This is how mine was set up and it seemed to play well on our servers.
    Last edited by Shoot_You_Down; 12-11-2009 at 04:34 PM.

  9. #9
    Boomshot
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    Default

    Quote Originally Posted by Barballs View Post
    Coolcat: I was thinking of doing that. However UT3 has a weapon mutator that is quite good at replacing it.

    What I can do is have the enforcer in the passage way and have the a mutator ini file (if thats possible) configured to replace the enforcer and it's ammo to the ripper.
    that will be great if that bring the ripper back in this map
    you can cooock the ripper with tha map
    i dont no how but i see sneh do it many times with hise remakes
    UT3DOM 5.0 IS OUT http://ut3dom.xantaz.net/news.php
    PATCH 2.0 [/url] malcolm is back in ut3
    RANKIN is BACK in ut3
    AT LAST UT3 PS3 NOW HAVE COSTUM SOUND SWEET
    ps3 players all go too this site http://www.iamgaming.com/
    its the best ps3 comunaty for ut3 at ps3

  10. #10
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    Just my .02

    IMO, i wouldn't force anyone to require any additional packages/files/mutators, i think your idea is better Barballs. (leave it as an optional enhancement if anything rather than a forced requirement which could fail under certain circumstances.)

    The other issue with this (forcing mutators that are not stand alone prefabs) is that it can cause problems for the map when used in the muti-player / server / client environment, - have experienced plenty of this first hand, i run a medium sized network and several UT3 servers for what its worth, just because something works fine locally doesn't mean that its going to work the the same across a network.

    P.S i can direct anyone to some excellent remakes right here on these forums that have the problem i've described if they'd rather not take my word for it.

  11. #11
    Boomshot
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    at the mod too the map download file
    and readme how too install it
    UT3DOM 5.0 IS OUT http://ut3dom.xantaz.net/news.php
    PATCH 2.0 [/url] malcolm is back in ut3
    RANKIN is BACK in ut3
    AT LAST UT3 PS3 NOW HAVE COSTUM SOUND SWEET
    ps3 players all go too this site http://www.iamgaming.com/
    its the best ps3 comunaty for ut3 at ps3

  12. #12
    MSgt. Shooter Person
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    Default

    I have noticed that it seems you can not have the enforcer as a weapon pickup. So my plan to have it as a replaceable weapon may not work. Either way I'll figure something out.

    "See ya starside"
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  13. #13
    Marrow Fiend
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    Default

    Was looking the WIP thread since you made it but damn, your very quick beta is already here

    BTW Barballs, adding the Enforcer is very easy, look at my tuts for that on my blog

  14. #14
    MSgt. Shooter Person
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    Default

    Thanks for that Stevelios I'll have a peek at the site.

    Well the map had be brushed a while ago So all i had to do was texture lighting and mesh. There's still a bit to go yet

    "See ya starside"
    Blog | UCMP | HOLP & HOLP| Wheelman

  15. #15
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    Tryed in the early hours of the morning.

    Nice work mate just the lighting could use work seems not well lit in some places.

    waiting for beta2
    Intel Quad Core i7 860 2.80-3.20Ghz, Gigabyte GA-P55-UD3, 8GB 1333 DDR3 Zeppelin Ram, Navida GTX 460 1GB, Windows 7 64.

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  16. #16
    Marrow Fiend
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    Did a match on it today, this is very well done mate. Reading the todo list, I don't really have nothing to add except that don't forget to optimize the map by using the unlit material & the remove surfacematerial on specific BSP surfaces.

    Also, some materials look low poly, lack details. I presume you will enhance that also ? For the wood material, you can always use the one available by apophis3d. If you go on my blog, look at the "Ressources (for mappers / moders)" you will be redirect on the official website. I use the wood material in my DM-Aly map which look really nice after some modifications.

    Anyhow, it's really a great job & I'm looking forward the next version

  17. #17
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    Played a few rounds on this. Coming along very nicely!! The BSP structure/scale feels perfect. I will second what both Zerglings and Steve said.

    In the original there was a light under that deck overhang across from the armor vest corner - right now its a bit dark under there. You mentioned that you still had work on the lighting so you're probably on that one already.

    It would be totally beotchin' if you could add the same windows and scenery from the armor vest corner to where the rocket launcher is. The original had windows in both places (although you couldn't see out). By the way, the rounded corners of the rocket launcher area seem to have BSP errors/invisible seams if you scrape yourself along the wall there. Just walk along the back wall there near the corners and you can get hung up.

    Overall, I can tell this is going to be a perfect Malev! Thanks!

  18. #18
    MSgt. Shooter Person
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    Status update. About to go at it again today things that I am working on at the moment:
    • Replaced Link gun in passage with Enforcer (in anticipation of ripper replacement)
    • Replaced 2 health vials by bio rife with 2 enforcer clips (in anticipation of ripper ammo replacement)
    • currently: Adding wall lights to the various spots they existed in the map
    Last edited by Barballs; 12-14-2009 at 11:23 AM. Reason: spelling error

    "See ya starside"
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  19. #19
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    Out of curiosity is this going to be a low poly map or a standard high detailed map.
    DM-Pressure3

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  20. #20

    Default

    "Replaced Link gun in passage with Enforcer in anticipation of ripper replacement

    "Replaced 2 health vials by bio rife with 2 enforcer clips in anticipation of ripper ammo replacement"



    Hi Barballs.

    Didnt you hear someones explained in this thread not to try to use a ripper into your map? its interested that some silly posts get answered but useful posts are to igored on these topics some times I tried some such a maps with the ripper built in the maps is broken and does not work on multiplayer then why bother to relase a map for community bonus use?? maybe you should investigate this further instead of ignoring and breaking you map to foolish make 1 or 2 people satisfied



    hmmm its your map

  21. #21
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    Quote Originally Posted by UTGangster View Post
    Out of curiosity is this going to be a low poly map or a standard high detailed map.
    Somewhere in between. I want to be faithful to the structure of the original and not go too over board on mesh work. So I would say it would be UT2004 styled. Meshes but not too many

    Quote Originally Posted by Blade_74 View Post
    Didnt you hear someones explained in this thread not to try to use a ripper into your map? its interested that some silly posts get answered but useful posts are to igored on these topics some times I tried some such a maps with the ripper built in the maps is broken and does not work on multiplayer then why bother to relase a map for community bonus use?? maybe you should investigate this further instead of ignoring and breaking you map to foolish make 1 or 2 people satisfied



    hmmm its your map
    Let me be clear: I am NOT going to import the ripper into the map.

    I do in fact read the replies and if you read MY previous posts you would have seen that I acknowledged that However, as I stated I would like the map to be as faithful as I can make it and to that end instead of putting another weapon in place of it I decided to put an enforcer into the map for those who would like to use Epics Weapon replacement Mutator and have all the appropriate weapons that the original had.

    Does this make a bit more sense to you now?

    I apologize if I was not more clear

    "See ya starside"
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  22. #22

    Default

    I see thank you for explaining.


    you maps have a nice touch to them.. just the right amounts i think not too silly with so much decoration and a solid world feel. sorry with my poor understanding i just hate to see this one broke so i paninc.


    only some mapper say low quality or "low poly" because they think map have to be over decorated and cause more seizure than fun play if they want to use 50,000 mesh piece and then brag let them be obsessed maybe.. you guys should keep building maps balanced better. some other guy used no trim that is probably equally as bad.


    some guy say "bsp rules" i think this is ture
    one guy say "bsp yuk" i think this is false

    dont believe that guy they have poor vision he have his own brainwashed ideas only and not everyone share that idea bsp take much more skill to use with the editor meshing are easy to create and move around i play around in it to learn as much.

  23. #23
    MSgt. Shooter Person
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    Default progress

    Beta 2 in progress. It will be released when trimming is complete. The shots below show the light sources placed into the level. Lighting for them is NOT final. Added static mesh roof to link gun platform to best mimic the look of the original map.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by Barballs; 12-15-2009 at 11:34 PM.

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  24. #24

  25. #25
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    Quote Originally Posted by Barballs View Post
    Beta 2 in progress. It will be released when trimming is complete. The shots below show the light sources placed into the level. Lighting for them is NOT final. Added static mesh roof to link gun platform to best mimic the look of the original map.]
    Sproing!!!!!! Sorry, just reacting to the new pix .

  26. #26
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    By the way Barballs, I think you would be better off using the "screenshot" command to make your screenshots wrap better. The easiest way to see how to do that would be to click on the Hangar thread in my sig and click on "quote" on my first post. In there you should be able to see the correct usage.

  27. #27
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    heh those 3 pics ARE using the shot tags already

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  28. #28
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    Quote Originally Posted by Barballs View Post
    heh those 3 pics ARE using the shot tags already
    Actually, I think that is the problem. There are two different types of tags "shot" and "screenshot". The screenshot one works better for me.

  29. #29
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    Quote Originally Posted by M^vL View Post
    Actually, I think that is the problem. There are two different types of tags "shot" and "screenshot". The screenshot one works better for me.
    But what does this have to do with the price of ammo in UT3?



  30. #30
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    Quote Originally Posted by 1XTreme View Post
    But what does this have to do with the price of ammo in UT3?


    Maybe its just my browser, but BB's screenshots are all lined up on one row and I have to scroll far to the right to see them all. Normally the screenshots auto arrange based on the browser width. Just trying to help him with that is all .

  31. #31
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    Changed shot to screenshot. Enjoy :P

    No progress was made to day because I was working on getting my coding environment up and running. I am trying to finish up all things I started for UT3. The last two on the list are this map and the Tug Of War gametype. more on that in this post. But I'll be back on Malevolence tomorrow.

    By the by M^vL: I did string all the screens back to back as my monitors are 1900px and 1600px wide respectively so it looked fine to me
    Last edited by Barballs; 12-16-2009 at 12:13 AM. Reason: adding quote for M^vL

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  32. #32
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    And now, back on topic. Can't wait for the next release!!

  33. #33
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    Default Beta 2 Coming Soon

    Subtle changes. But should be visible enough. Almost complete with the trimming Some teasers while I take a break, enjoy:

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  34. #34
    Boomshot
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    looks good ;especially the contrasts on the second pict
    Last edited by Bl!tz~; 12-20-2009 at 03:12 PM.
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  35. #35
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    Default Beta 2 incomming

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

    Planning beta 2 for Monday (US time). Aiming to release final version for Christmas.

    "See ya starside"
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  36. #36

  37. #37
    Boomshot
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    yup...kickarse picts....good job

    will be a pleasant XMas too it seem
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  38. #38
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    last screen before the beta two release:

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

    "See ya starside"
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  39. #39
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    HOLEEEEEEEEEYYYYY SH!!!!!!!!!!TTTTTTTEEEE that looks awesome!!

  40. #40
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    Beta 2 uploading... Done!

    Download: DM-Malevolence.beta2.zip
    Last edited by Barballs; 12-21-2009 at 11:13 PM. Reason: Beta 2 Online

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