maelstrom havent impact my memory and i have the feeling to discover it haha
picts looks very good 1x ;good job and thx for the link on bu
@skarjmaster:srry that u dislike flux mate; perhaps can u be more explicite and post your feeling in the map thread section; because that kind of comment will not help me a lot to improove my mapping...
in all ways thx for taking the time to try it
is there not a cbp3 mealstorm
if i got i right its ctf
Believe me if there were I'd know.
I found a mod that I really think merits being linked in your remakes.
Mr. Pants' Excessive Overkill This is about the funnest and funniest mod out there.
Especially when you see a player rocket launch across the field.
I would also like to add some of the better quality skin and model remakes. There are so very talented modelers out there.
Last edited by Gussie[MK]; 03-07-2010 at 04:48 PM. Reason: typo
I'll ad these to the list. Thx again. (looks like 70+ soon we'll be well over 100 at this rate)
Looking good! A Coret of that theme will be awesome. I think your absolutely on the right track. Glad this ones in good hands.
As i mentioned before, IMHO there is a 3 point plan to make Coret right.
- Stick to the original layout & get the scaling right!
- Include working doors!
- FireBR Audio track
your golden .. Sounds like you already have it handled per our earlier discussion.
If your going to do Red & Blue strips / color coding in the bases (and it looks like you are from that shot) that will be wicked cool.
Yes, Coret is definitely on track!
Yep. Original scale is there. Some rooms have been reconfigured to give it a new modern look, but the layout has not changed one bit. It works pretty well with the original scale after playing it a bit, and gave some more head room for double jump. Don't worry about the working doors and audio track.
And yes the area I have shown will be red / blue color coded, and the main hallways leading to the flag will have red / blue lighting.
Wow! That is alot to have in such a little amount of time. Much better then the disco-tech version they shipped with UT3.
I have a question will it be stairs like in 99 or ramp like ut3? You know it wasn't only the visuals that messed up Coret but there were some very slight changes to the size of things and changing stairs to ramps that affected gameplay. I remember in UT99 you could dodge across top of flag room, and also in the lower bases across from flak cannon you could dodge/jump over rails and skip going around to the stairs. Both were very important shortcuts when playing this map on a ladder (that could make or break the team).
Going off your other work I'm sure you'll do a good job.
It will be stairs like UT1. I'm confident it'll be a good remake, just like DM-Conveyor was
Coret in UT3? Oh yeh, I remember that now; I haven't played that one in a long time.
CTF-Orbital2007 is a little tighter than the original, but is still good.
Hey Skaarj, quick question: did you encounter any completely black objects (missing textures?) or experience a lot of graphical lag? I've found those black textures to be unsettling, and this map causes a huge FPS drop for me compared to some other map I might play.
No offense to the creator of that map (it is still a great map), but I've been hoping someone would do another version of UT2004's Orbital2, one that is better optimized and without missing textures...
By the way, Hitman, Coret is looking good - keep it up.
Yep it's a painstaking process but I'm chipping away at it little by little
"Whereas the original and its newer brethren were decked in pale greys and pastel khakis, this version is heavy on very dark greys and blacks with almost overpowering stabs of heavily saturated colours through the lighting. This in combination with the darker lighting scheme gives the level a significantly different atmosphere. Whilst the former levels had an airy, light industrial bent, this level comes across as brooding and brutal. The change is pleasant enough for the first few plays through, and I appreciate the author’s effort to take the level in a new direction without creating a mockery of its namesake. I can also understand the need to move away from the lighter greys as this is something for which a great many of the stock maps have come under fire. Still, in taking the theme in a new direction, I felt as my games on the level drew on, the level was missing some of its original charm and character. Perhaps the new game demands this, or perhaps my philosophical tendencies in combination with a well-documented overactive imagination are more to blame."
Besides all that, I don't remember any slow downs and I'm not sure about the dark/black textures. Let me play it again real quick and I'll be back.....
EDIT:.....if this makes any sense, I did notice a lot of dark grays and blacks and this definitely gives it a very different atmosphere from the original and the remakes for UT2004. I noticed the slow downs occurred close to each bases up top when looking at the flashing team symbols (mine dropped to around 90 fps with E8600 CPU and GTX-280 video card), near middle of map looking up a little bit (drops to around 90 fps), and at each base looking down the length of the map (drops to around 70 fps). That's all I know for now.
Last edited by SkaarjMaster; 03-09-2010 at 08:08 PM.
Well, for those skeptics about me reviving DM-Gael, here you go: http://forums.epicgames.com/showthread.php?t=720562
There are already atleast 2 remakes of DM-Gael :P
Heh...thanks for the heads up. Well, bet mine's on the way of being one of the better ones, hopefully.
The lighting from the first one was way too dark, glad mine's lit up similar to the original.
The second one's pretty good, but...I believe that the pit was a deep pit with a grid of lasers, not a slime pit.
Well, I have to disagree with you there. While I haven't played yours, I see in the screenshots that the lighting is far from good (it looks like you just added a skylight with 1.0 brightness and some yellow colored lights). Also, the pillar mesh seen in the middle of the 1st screenshot is horribly overstretched, the wall textures/meshes doesn't seem to recieve the same amount of lighting (some or brighter than others and you can clearly see the seams).
Just my 5 cents.
I followed your link and I think you are off to a solid start. Your meshes look like they coming along, the lighting does seem to need work, its a little soon to tell, good start.
Remakes all always good even if it has already been done. The more the merrier.
Last edited by Gussie[MK]; 03-09-2010 at 11:11 PM.
@ Gussie[MK] I'll ad those links as soon as i have more time, thx again.
@ Wedgebob, GL on your remake, - is this your first map? not bad at all, if you want to run a beta phase we'll will gladly help if you need input.
@ Thrallala, i'll ad those maps to the list also, lets give WB a chance, this might be his first map .... or maybe he doesn't have the experience in this new editor that some of us have, i reckon he'll get better with more hours. ;)
@ SkaarjMaster & TheFirestorm, i actually like that Orbital remake:) for the most part -IMO; NEcRo/Omlette was ahead of his time, (he took the new engine and tried to adapt a next-gen style almost immediately after UT3's release) Not too shabby at all especially considering that. There are a few things (mostly minor) that could have been improved though no doubt.
Actually, DM-GalacticusPrime was my first UT3 map, which tanked, as you may have guessed. I've been at it in UT2004 for the last couple of years, but...just haven't had time to release my UT2004 maps, tbh. UT3's a heck of a lot more fun to map in, and I'm in the process of remapping UT2004 maps of mine in UT3, and releasing them here instead.
I realized that UT3 is a whole new animal in terms of level design. You can guess that I'm still too used to UT2k4's way of doing things. Should've realized where all the differences lied into here. Lighting is the most obvious thing I noticed different here in UT3 over UT2004, and I'm still trying to adjust to that difference.
TBH, I was originally gonna remake Gael as a Necris map, had I remade Gael as a gothic, Quake 1-style map, it probably would've brought me back to when I remember making some maps that actually rocked.
Sup guys, I'm about 60% done with coret, working on it a few hours a day
If you could, instead of making separate links try to make it one big file. Just a thought
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