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  1. #1
    Iron Guard
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    Map - Capture the Flag (PC/PS3) CTF-Facing Worlds 3 BETA 4

    FINAL VERSION RELEASED: CTF-Face3 (click to go to FINAL thread)

    Name: CTF-Facing Worlds 3
    Version: BETA 4.0
    Compatibility: UT3 is required, nothing else.

    Description:
    One asteroid, two towers ... Ten thousand headshots.

    A conversion of the awesome map from UT2004: Facing Worlds 3.

    Comments:
    After lots of hard work, me and HO0815XX managed to convert the awesome map "CTF-Face3" from UT2004 to UT3.
    We really worked at this map to make the best of it.
    The biggest challenge was the lighting in this map, as the UT3 engine renders lighting much different from the UT2004 engine, and we completely had to rebuild te lighting.
    Because this is a 1 on 1 conversion the lighting might look a bit weird one some points, but we cant fix that [for example: cut-off lights/shadow.]
    There was also a small discussion about the overall map scale: people thought the UT2004 version was to big for the fast paced gameplay of UT3, but we wanted to keep it a 1 on 1 conversion, so we kept the original scale.

    Now, finally the BETA is complete, let me know what you think!!
    All feedback is welcome!


    Installation:
    Extract files to:
    My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

    Credits:
    Coreper (me), HO0815XX, stevelois, NickG, Odedge, Sp4der, thalos, Nawrot, 1XTreme.
    And ofcourse Cedric 'Inoxx' Fiorentino and Epic Games for the original UT2004 map.

    Changes since BETA 3:
    Fixed incorrect plant collision
    Tweaked lighting

    Screenshots: NOTE: These are from BETA1, so the latest version may appear slightly different.



    Highres Screenshots: [WARNING: Big Filesize!]



    Download:
    FINAL VERSION RELEASED: CTF-Face3 (click to go to FINAL thread)
    Last edited by Coreper; 01-27-2011 at 06:20 PM.

  2. #2
    Iron Guard
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    Thumbs up

    Got your PM bro: - (I've been working out of town and just returned recently) - its nice to see some neat things still happening and in the works with UT3. IMO this one is certainly a treat for the community and i'm quite glad you guys have / are bringing it forward to the UT3 engine. (well worth the hard efforts IMO)

    At a glance - it looks polished and professional, great work Coreper & HO0815XX.

    D/L and be back later with feedback. - One thing i noticed already is the 62 MB file size, that's a moderately large (not too bad though) download - I'll take a look in the editor and see if there are any obvious ways to optimize the final on that end..

    P.S. For your next project, - I think you should work on either CTF-Absolutezero, or CTF-December or January. We'll talk more later about such things perhaps.

  3. #3
    Boomshot
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    awesome job; so cool to have that one back in UT3
    thx for ur work

    btw; icon should be:Map-DM...nah?
    Last edited by Bl!tz~; 07-10-2010 at 04:44 PM.
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  4. #4
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    Quote Originally Posted by 1XTreme View Post
    Got your PM bro: - (I've been working out of town and just returned recently) - its nice to see some neat things still happening and in the works with UT3. IMO this one is certainly a treat for the community and i'm quite glad you guys have / are bringing it forward to the UT3 engine. (well worth the hard efforts IMO)

    At a glance - it looks polished and professional, great work Coreper & HO0815XX.

    D/L and be back later with feedback. - One thing i noticed already is the 62 MB file size, that's a moderately large (not too bad though) download - I'll take a look in the editor and see if there are any obvious ways to optimize the final on that end..
    Thanks
    And yeah, filesize might be a bit big, but actually its extremely small compared to the uncooked 280+ MB :P
    Looking forward to hear your feedback.

    Quote Originally Posted by Bl!tz~ View Post
    awesome job; so cool to have that one back in UT3
    thx for ur work

    btw; icon should be:Map-DM...nah?
    fixed it, thanks totally forgot about that
    Last edited by Coreper; 07-10-2010 at 06:47 PM.

  5. #5
    Boomshot
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    i just tryed it; enjoyed it ...and like it; same for my children...i wish u had be abble to see the smile on their faces(rofl...on mine too) when they realised that u ported it to UT3...some kind of XMas days smile ...haha^^
    i ll try to post some feedback theses next dayz; i m on fire on farm
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    XFire&Steam:bfgblitz MyMaps

  6. #6
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    Quote Originally Posted by Bl!tz~ View Post
    i just tryed it; enjoyed it ...and like it; same for my children...i wish u had be abble to see the smile on their faces(rofl...on mine too) when they realised that u ported it to UT3...some kind of XMas days smile ...haha^^
    i ll try to post some feedback theses next dayz; i m on fire on farm
    now thats awesome news :P
    im very glad you like it! [and your kids!]

  7. #7
    Marrow Fiend
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    For this first beta, damn, you did a really great job importing it into UT3

    Lot's of details as been made & that shows you really put a great effort into it !

    Since it's a beta, I'll go forward with feedback. I notice some things ingame :

    - The trees have complex collisions & are quite annoying. The best way to get rid of that is simply turn the collisions off on trees & add a approx blocking volume that surround the trunk & set the blocking volume to block all & assign the according physical sound.

    - The blue asteroid with a blowing effect that is moving need to be adjust. You can clearly see the kismet restarting sequence when it reposition itself.

    - The red planet need more opacity, you can see that it's almost transparent. Quite odd for that size.

    - You have a spawning point if front of a pond. There is only the texture above the pond & since players can be inside the pond, I suggest you add a pp volume & a water volume.

    - The materials are also good. The only thing I notice is that bumpoffset is to much. Not an issue since most players won't notice anyway.

    - I notice that when your in the spawning meshes, the red panels that turn around constantly can be hidden by the clouds behind but it does that only if your inside not outside the mesh ? Dunno if something can be done about that ?

    - Don't remember if the original as music but I didn't hear anything ?

    In all, shadows are really great knowing your stuck with vertex on a lot of assets. You did a solid job over all

    Fans of this map will be pleased !


    Keep up the great works guy's

  8. #8
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    The remake is beautiful and fun, even if I find that the colors and textures are a bit fade.
    There is also a problem of light between the middle static mesh:

  9. #9
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    Quote Originally Posted by stevelois View Post
    For this first beta, damn, you did a really great job importing it into UT3

    Lot's of details as been made & that shows you really put a great effort into it !

    Fans of this map will be pleased !

    Keep up the great works guy's
    Thanks!!
    I really appreciate it!

    Quote Originally Posted by stevelois View Post
    - The trees have complex collisions & are quite annoying. The best way to get rid of that is simply turn the collisions off on trees & add a approx blocking volume that surround the trunk & set the blocking volume to block all & assign the according physical sound.
    Actually, what do you think is annoying, because I personally think its very nice like this: having perfect collisions.

    Quote Originally Posted by stevelois View Post
    - The blue asteroid with a blowing effect that is moving need to be adjust. You can clearly see the kismet restarting sequence when it reposition itself.
    Wow... good thing you noticed that!
    Ive never seen that before :S
    And i didnt use any form of time limiter on the material, so thats weird...
    Ill have a look into that

    Quote Originally Posted by stevelois View Post
    - The red planet need more opacity, you can see that it's almost transparent. Quite odd for that size.
    Yeah, i tried remaking the one from UT2004, which is also transparent. Its supposed to look like its behind the skybox main texture :P
    Also, it needs to be turned around: the light is coming from the wrong direction now. [i added the sun last]

    Quote Originally Posted by stevelois View Post
    - You have a spawning point if front of a pond. There is only the texture above the pond & since players can be inside the pond, I suggest you add a pp volume & a water volume.
    Actually, there is a watervolume with postprocessing effects. However the underwater blur isnt done correctly. Any tips how I can make it look properly?
    Btw: this spawning point is like in the UT2004 version

    Quote Originally Posted by stevelois View Post
    - The materials are also good. The only thing I notice is that bumpoffset is to much. Not an issue since most players won't notice anyway.
    I agree, however, HO0815XX really wanted to keep it like this at the time.
    I think this needs fixing, ill look into it!

    Quote Originally Posted by stevelois View Post
    - I notice that when your in the spawning meshes, the red panels that turn around constantly can be hidden by the clouds behind but it does that only if your inside not outside the mesh ? Dunno if something can be done about that ?
    Yeah, I noticed this too, and actually, it gets even worse: the skybox seems to hide every form of lighted texture: try firing a shockcore with the skybox on the background...
    The shockcore disappears...
    Something I really need to fix!

    Quote Originally Posted by stevelois View Post
    - Don't remember if the original as music but I didn't hear anything ?
    It is included, and it plays, but youre right: the volume is too low, ill turn it up.

    Quote Originally Posted by stevelois View Post
    In all, shadows are really great knowing your stuck with vertex on a lot of assets. You did a solid job over all
    Thanks
    The lighting was indeed a real pain in the ass, with all the converted materials and meshes.
    We actually had to remake ALL materials!

    @BloodK1nG:
    I am aware of several lighting issues. Unfortunatly I can't do a thing about it. I tried my best getting it as perfect as possible..

  10. #10
    Marrow Fiend
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    Personally I think the red planet in the skybox looks like that one in UT2004 (except the wrong light direction :S)
    All the things I wanted to report have been already said but I will try to spot some bugs which could affect gameplay and visual bugs.

    When I find something I'll post it.

    BTW did you try converting the whole asteroid into one static mesh and to edit it? That might solve your weird lighting problems.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

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  11. #11
    MSgt. Shooter Person
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    Very nice remake man, downloading

  12. #12
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    Quote Originally Posted by Sly. View Post
    Personally I think the red planet in the skybox looks like that one in UT2004 (except the wrong light direction :S)
    All the things I wanted to report have been already said but I will try to spot some bugs which could affect gameplay and visual bugs.

    When I find something I'll post it.

    BTW did you try converting the whole asteroid into one static mesh and to edit it? That might solve your weird lighting problems.
    Well, neither me and HO08 know how to do this, and this would also mean that i have to realign the complete terrain texture, not even mentioning the fact it could completely mess up the UV maps...
    so yeah, ive thought about it, but no i didnt try because its too much work with a to high risk of things going wrong.

    Quote Originally Posted by Darkemule View Post
    Very nice remake man, downloading
    Thanks
    make sure to leave feedback

  13. #13
    MSgt. Shooter Person
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    Quote Originally Posted by Coreper View Post
    make sure to leave feedback
    Not much to report tbh, it seems practically perfect, just a minor thing i noticed. Some floor surfaces inside the bases could be better aligned.

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

    Beside this it seems perfect to me, impressive work really.

  14. #14
    Iron Guard
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    Thanks for the tip!
    Going to have a look at that too

  15. #15
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    Played the map, some issues with collisions that Stevelois already mentioned.

    I have some comments regarding the lighting though. Outside it looks great however the inside areas not so much. It's way too bright inside and you can hardly see the colored lighting from the torches etc.

  16. #16
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    Quote Originally Posted by Thrallala View Post
    I have some comments regarding the lighting though. Outside it looks great however the inside areas not so much. It's way too bright inside and you can hardly see the colored lighting from the torches etc.
    Yeah, it seems to be too bright indeed...
    Would a good way to solve this be to use post processing volumes, to decrease highlights, midtones and shadows in brightness? or do you have a better suggestion?

  17. #17
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    Well, the main reason is your skylight which is currently at 0.4 brightness, I never go beyond 0.2 myself unless it's a 100% outdoor map.
    You'd probably need some more directional lights for this to look good, take a look at how Epic did it in their maps


    But slightly different postprocessing in the inside areas would help aswell.

  18. #18
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    Quote Originally Posted by Thrallala View Post
    Well, the main reason is your skylight which is currently at 0.4 brightness, I never go beyond 0.2 myself unless it's a 100% outdoor map.
    You'd probably need some more directional lights for this to look good, take a look at how Epic did it in their maps
    But slightly different postprocessing in the inside areas would help aswell.
    yeah, i was actually supposed to tweak this before releasing the beta, but i didnt because it isnt a nice job:
    the terrain shadows and the shadows on the base are seperate: the terrainshadows are almost lighting independent, while the base shadows are totally lighting dependent
    this way i would have to tweak all the shadows when tweaking the lightning.
    it was a too big pain in the ass to do before releasing the beta...

    i will however do that when i make the BETA 2.0
    but, im going on a 12 day holiday this Thursday, so i cant work on the map then.
    though, this shouldnt keep anyone from submitting feedback!

  19. #19
    Marrow Fiend
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    Have fun on your holiday!
    BTW I remember the kickers in front of the entrance of the bases shooting you a bit more to the pyramid in the middle but I'll compare it to be 100% sure if you land on the right places
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

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  20. #20
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    Looks bloody nice guys I'll check this one out soon.
    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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  21. #21
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    ok so i checked this map and i noticed a few things that could be fixed easily:


    These have no collision what so ever:



    And Shouldnt there be a panal here:
    H3Dsteem We Are UT3!!
    -Custom everything

  22. #22
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    Quote Originally Posted by iced-fang View Post
    ok so i checked this map and i noticed a few things that could be fixed easily: ...........
    1st pic: You're right!
    2nd pic: This has also to to with this issue....
    Quote Originally Posted by Coreper View Post
    Yeah, I noticed this too, and actually, it gets even worse: the skybox seems to hide every form of lighted texture: try firing a shockcore with the skybox on the background...
    The shockcore disappears...
    Something I really need to fix!
    Quote Originally Posted by Coreper View Post
    i will however do that when i make the BETA 2.0
    but, im going on a 12 day holiday this Thursday, so i cant work on the map then.
    though, this shouldnt keep anyone from submitting feedback!
    We'll have a look on all this after Coreper's holidays.
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  23. #23
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    Nice remake!

    If I can provide constructive criticism, it's that the gold finishes inside the bases are not shiny enough when compared to the original UT2004 version. The doors especially just seem dull and lifeless.

  24. #24
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    hey guys, im back!!

    Quote Originally Posted by iced-fang View Post
    ok so i checked this map and i noticed a few things that could be fixed easily:

    These have no collision what so ever:
    eye decoration

    And Shouldnt there be a panal here:
    yes, like HO0 said: its caused by the skybox error...
    ill try fixing that...

    Quote Originally Posted by [FnG]Bawsy View Post
    Nice remake!

    If I can provide constructive criticism, it's that the gold finishes inside the bases are not shiny enough when compared to the original UT2004 version. The doors especially just seem dull and lifeless.
    thanks
    i personally agree with the missing shiney ness of the gold finishes.
    however, because there are no good comparable gold materials in ANY ut3 map, i had to remake these materials, how they look now is the best i managed to get it.
    and yeah, i would have added environment reflections, but that would be just way to much work for me...: i would almost have to make a new material for each surface.

    and you are right about hte doors: we gave all the other materials a nice touch-up, but i kinda didnt look at this one... in the last bit i tried tuning it a bit, but it looked like crap
    ill have a look at this to make it look better!

  25. #25
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    Hey guys,
    First, I'd like to say I havent been able to work on this map yet, because I'm very busy at the moment.

    Also, more feedback is welcome!

    I hope to be able of working on the map soon...

  26. #26
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    Ok, so I'm working on the map again, but I'm still having troubles with the skybox...
    Please help me out here!
    I NEED YOUR HELP!

  27. #27
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    WOOHOOO!!!
    HO0815XX found a solution for the skybox problem: setting the TranslucencySortPriority to -1!
    here are some screenshots:
    the fixed skybox, and the upgraded doormaterial

    Last edited by Coreper; 08-28-2010 at 07:41 AM.

  28. #28
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    Lookin GREAT!!
    H3Dsteem We Are UT3!!
    -Custom everything

  29. #29
    Marrow Fiend
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    Awesome job! Good to see that you solved the problem. I couldn't make Shombos because sometimes I didn't see the core.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

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  30. #30
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    Progress looks good guys, i can't ad much that others haven't mentioned already but i wanted to suggest that it might be a good idea to ad some secondary triggers to your doors with some bool variables to prevent the bots from getting stuck. (if they're working 99% how they are then forget it) if not and they do get stuck HO0815XX will know what i'm talking about on the Kismet.

    Otherwise just wanted to say keep up the good work and keep taking your time, there is no need to rush to complete a gem of a map such as this, good things come to those who wait.

  31. #31
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    thanks for the comments guys!

    as far as i know the doors seem to work properly, i havent seen problems with this when playing with bots.

    i also wanted to let you guys know im revising all the gold textures [even on the spawning platform!] to make it even look better

    just some small issues need to be fixed, and i'll be ready to release a BETA 2 soon!

  32. #32

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    Thanks for working on it, is anyone currently working on Chrome? Played that one in high school a lot...

  33. #33
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    Quote Originally Posted by warezIbanez View Post
    Thanks for working on it, is anyone currently working on Chrome? Played that one in high school a lot...
    search google for that, dont post it here.

  34. #34
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    ok guys, it's finally time for the NEXT BETA!!!

    so here it is!

    CTF-Face3 BETA 2

    Download:
    PC: http://www.mediafire.com/?4ujdcva5rtvwtqj
    PS3: http://www.mediafire.com/?rmwfkmx3wk1ktkd

    *Start post updated*

    The PS3 version should have custom music now, if someone could test that would be awesome, as I can't.

  35. #35
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    héhé...cool...D/L
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  37. #37
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    Quote Originally Posted by Bl!tz~ View Post
    héhé...cool...D/L
    Quote Originally Posted by 1XTreme View Post
    Count me in ..
    sweet! .

  38. #38
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    I'll see if I can find some bugs (I'm very focused on gameplay so I'll mostly take a look at the collisions and lighting).
    Downloading. (Why does this download take so long T_T)
    22 minutes.. *sigh*
    Last edited by Sly.; 09-25-2010 at 10:32 AM.
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

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  39. #39
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    Played the newest version.

    There's not really much bugs or so that I found, a small collision issue behind the bases (the little hill at the water pond)

    But 1 thing, the inside Lighting is still not good. You're using a 0.3 Skylight which is a little too much for this map imo. But mostly it's because you have placed a couple of Pointlights with 1500 radius and 1 brightness where there isn't anything casting any light at all, this makes everything inside look very flat.

    Also, the light actors you have that is supposed to cast a lot of color doesn't because you've set the brightness way too low, for example you have a lot of light blue pointlights but since they are only at 0.5 brightness the result is hardly visible, I would up them to at least 5.0 brightness but decrease their radius by 50%, then I would add one LightBlue pointlight at each of those blue stripes with like 300 radius and 1.0 brightness to make them light up their surroundings slightly.

    Same goes for the Torches, add another light actor with less radius but higher brightness (You could probably have them be more orange than yellow imo)

    You see, for each of my light actors I always use at least 2 Pointlights, one for giving a small area around it some color and one for giving a larger area the brightness that light actor should provide.

    One other thing, the flare thingy you use for the sun is one that I don't like at all, might just be me though :P

  40. #40
    MSgt. Shooter Person
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    whenever i try to download it on mediafire it just opens up pop ups. can u post it on some other website so i can test it.
    H3Dsteem We Are UT3!!
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