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Thread: DM-Tecta

  1. #1

    MAP-DM DM-Tecta

    Name: DM-Tecta
    Version: 1.0
    Compatibility: UT2004 Patch 3369 and ECE Bonus Pack

    Description:
    This is a fast paced map for a low player count (2-4). This map was more of a visual experiment, which allowed me to test out some new ideas and designs. It was mainly designed with Invasion in mind, with each player trying to defend their own sector.

    "A dimensional membrane connects 4 worlds around a central energy spire."

    Comments:
    Have fun!

    Screenshots:






    Credits:
    Many thanks to shkelton and the Warriors of Honor for testing.

    Homepage: http://www.shaungoeppinger.com
    Download: Download DM-Tecta

  2. #2
    MSgt. Shooter Person
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    Last edited by Schotti|UTzone; 09-14-2010 at 02:05 PM.

  3. #3
    Boomshot
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    ooo looks nice. Downloading NOWWW.

    EDIT: How do we extract .UZ2 files again?
    -Smart bombs, position guided armaments; a more sophisticated way to end up dead
    -On this day, I decide to anoint my fists; engaging them in the mode of power and war
    wut?

  4. #4
    MSgt. Shooter Person
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    Quote Originally Posted by FewPosts View Post
    EDIT: How do we extract .UZ2 files again?
    http://forums.epicgames.com/showthread.php?t=523701

    Personally, I use uztool (adds context menu entries)

  5. #5

    Default

    Thankyou for the mirror.

    It explains how to decompress in the readme I'm sorry, I thought all maps were released as uz2 because of the size.

  6. #6
    MSgt. Shooter Person
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    thats usually release in zip format. just as compressed, and everyone knows how to use it.
    http://www.utmr.dk
    http://www.utmr2003.dk/index.asp/

    USA UT2k4 iCTF and UTComp DM server 216.246.110.232.

    xfire: tsthawkwind

  7. #7
    Redeemer
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    I've never actually seen a map released in uz2 format. Other than on the UT2004 disc

    Great looking map though. I see another new map on your site, but why did you take down your old ones? I thought CTF-Nyx was very nice.

  8. #8

    Default

    I can re-upload decompressed It may take a little time to upload it on my connection. The other map I was waiting to release tomorrow after Tecta.

    I took down the older ones as they don't reflect what I can do, I may go back and update Nyx, fix a couple of bugs etc... What would be a good name for remake of that map? I don't want to stick a v2 on the end.

  9. #9
    MSgt. Shooter Person
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    my favorite detail in the map:
    Sound'myLevel.AmbientCall06'

    You've released this as a [FINAL] ?
    I was able to get under the terrain in one spot, and found several other perches which really amount to "cheats". For instance, from atop StaticMeshActor197 (same with sMesh400) a perched player can "see through the backside" of the cylindrical mesh, but a player on the ground wouldn't be able to see him up there. Also, a player can perch on sMesh381 and shoot an opponent in the back as the opponent emerges from the teleporter(s). In the same quadrant, a player can hide behind sMesh406 (archway) to similarly ambush a teleporter exiting opponent. Same quadrant, I was able to get up onto BlockingVolume26 and perch there... and after crawling over onto BV27 and falling off the back side, that's where I wound up under the terrain.

    Although the custom meshes which look like calla lily blossoms sure are pretty... they apparently have simple (cubic?) collision hulls, which makes it EXTREMELY frustrating trying to shoot a player behind (but not visually obscured by) any of those plant meshes.

    It's a "concept map". I hear ya.
    Still, it would be a quick fix to close the holes and, if you scale the map x2 (probably not the lighting though), it could probably support 8-12 players. Oh, please consider adding several other unmarked destination-only teleporters so it's not so predictable where a player will emerge into a given quadrant.

  10. #10

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    I don't know how you got on StaticMeshActor197 as theres a blocking volume securely in place and I can't manage it with the trans. The only real issue you found was that when I resized the main box for the green zone I forgot to resize a few blocking volumes, most of the problems you mentioned stem from that. Ambushing teleporters is not a problem, you can hide behind any number of plants and ambush someone.

    The framerate took a hit in that zone and so I decided to simplify the collision on the more complex meshes which boosted it right up. I'm all for fixing that blocking volume and maybe resetting the collision on some plants but Schotti|UTzone already upped it to another site.

    Edit: Decided to update map anyway, changed blocking volumes and some plant collisions.

  11. #11
    MSgt. Shooter Person
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    Thanks for sharing the map and for listening to the suggestions.
    oops sMesh197 I reported the wrong number. I went back an looked at my screenshots. The spots were atop sMesh400 and sMesh41. Both are cylinders.

  12. #12
    Boomshot
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    Quote Originally Posted by melissa_jo View Post
    my favorite detail in the map:
    Sound'myLevel.AmbientCall06'

    You've released this as a [FINAL] ?
    I was able to get under the terrain in one spot, and found several other perches which really amount to "cheats". For instance, from atop StaticMeshActor197 (same with sMesh400) a perched player can "see through the backside" of the cylindrical mesh, but a player on the ground wouldn't be able to see him up there. Also, a player can perch on sMesh381 and shoot an opponent in the back as the opponent emerges from the teleporter(s). In the same quadrant, a player can hide behind sMesh406 (archway) to similarly ambush a teleporter exiting opponent. Same quadrant, I was able to get up onto BlockingVolume26 and perch there... and after crawling over onto BV27 and falling off the back side, that's where I wound up under the terrain.

    Although the custom meshes which look like calla lily blossoms sure are pretty... they apparently have simple (cubic?) collision hulls, which makes it EXTREMELY frustrating trying to shoot a player behind (but not visually obscured by) any of those plant meshes.

    It's a "concept map". I hear ya.
    Still, it would be a quick fix to close the holes and, if you scale the map x2 (probably not the lighting though), it could probably support 8-12 players. Oh, please consider adding several other unmarked destination-only teleporters so it's not so predictable where a player will emerge into a given quadrant.
    "Exploits"



    Yeah INIQ gotta do just regular .ut2 file release. It'll throw everyone off...lol. However I have seen the .UZ2 included before. Usually in a "online play" or some junk like that. The level is very impressive! NICE! I am particularly slayed by the custom spiral emmiters. I treid that before and could NOT get it to work. Awesome. Care to share how you did that? I could not extend "spiral" and make a change and ahve it work :/

    Awesome stuff. The only NIT PICK I might have is that he "egyptian area" might look a little better as a "Nahkti" area (not a big difference). You , adn ONLY YOU, can use stuff from UCBP levels on that area if you wish. It will look fantastic me thinks. You designed the area in such a way that the change would take minimal work. Just an idea, it still looks super freakin cool. Check out DM-UCBP-Praxis or Horizon and see if you agree.

    Thanx for makin a coolio map like this. These keep things intresting and fun
    Last edited by Skred; 09-14-2010 at 03:32 AM.
    -Smart bombs, position guided armaments; a more sophisticated way to end up dead
    -On this day, I decide to anoint my fists; engaging them in the mode of power and war
    wut?

  13. #13
    Redeemer
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    Nice looking map there. But I have some remarks.


    Has that "broken weapon base" a special meaning? Is there some sort of hidden button to push which unlocks it?


    There is a camping/hiding spot. I don't think that was intended You can get up there by jumping on that "ball" (at the muzzle of the shockrifle in the pic above)

    Camping spot View:

  14. #14

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    Wow thanks everyone. I hope I havn't caused too much trouble updating the file last night to fix the major blocking volume bug and some collision. I'm sure you all understand.

    @Few Posts, it was supposed to be a Mayan influenced area >.< But thanks for the nice comments! I'm glad you like it. I have custom spiral emitters in my next map too that is awaiting release, i'll be sure to release it as beta first so melissa can get her hands on it first!

    To make the spiral emitter all you need to do (and it took me a few minutes to get it working right, I had the same issue as you) is create a subclass of Spiral (out side unreal ed), make sure it has bStatic=False and bNoDelete=false, give it a cull distance if you want to, then import it into MyLevel. By opening the log in unreal ed and typing "obj load file=MyFile.u Package=MyLevel". Refresh the actor tree, I sometimes had to uncheck use Actor as parent then recheck it.And your emitter should be there now and available in the pickup spiralemitter variable. (I think thats what i did!) Edit - I first made the emitter in unreal ed to my liking, then right click>copy. Then pasted it into the .uc file and cleaned up the unnecessary code.

    @Barion,thanks. No the "broken" weapon base is just that, a broken weapon base. I wanted the number to be consistant but I did not want to include a super weapon in the map, so I thought i'd be creative and have a damaged one. And I decided it was best to place it with the lightning gun, as that area has a small shield pickup too. As for the camping spot you found, I did know about it. Remember that I was always thinking of Invasion also, and I thought I'd leave that little hiding spot for some people. I thought about people hiding there from other players and believe me, a shock combo soon gets them moving! hehe

    Special thanks to Melissa. Oh I noticed the SM41 and thought you must of meant that one when I made the change last night

  15. #15
    Redeemer
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    Quote Originally Posted by INIQUITOUS View Post
    I don't know how you got on StaticMeshActor197 as theres a blocking volume securely in place and I can't manage it with the trans. The only real issue you found was that when I resized the main box for the green zone I forgot to resize a few blocking volumes, most of the problems you mentioned stem from that. Ambushing teleporters is not a problem, you can hide behind any number of plants and ambush someone.

    The framerate took a hit in that zone and so I decided to simplify the collision on the more complex meshes which boosted it right up. I'm all for fixing that blocking volume and maybe resetting the collision on some plants but Schotti|UTzone already upped it to another site.

    Edit: Decided to update map anyway, changed blocking volumes and some plant collisions.

    I also put both the new maps on my server and the UTfiles redirect yesterday (but haven't played them yet.) If you've updated the maps without changing filenames, I'll need to contact them to remove the redirect files. You have to be really careful about updating files, there's no telling how fast they can spread.
    Last edited by jefe; 09-14-2010 at 06:46 AM.

  16. #16
    Boomshot
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    Thanx

    hehe stoopid Sprial

    oh, and yeah..Mayan....same thing Ancient cultures are all the same, don't cha know. Racisim.
    Last edited by Skred; 09-14-2010 at 05:15 PM.
    -Smart bombs, position guided armaments; a more sophisticated way to end up dead
    -On this day, I decide to anoint my fists; engaging them in the mode of power and war
    wut?

  17. #17
    Marrow Fiend
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    That map reminds me quite a lot of Gateway.
    I like it!
    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);

    S l y .

  18. #18
    Boomshot
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    Quote Originally Posted by Sly. View Post
    That map reminds me quite a lot of Gateway.
    I like it!
    I thought the same thing. Awesome level
    -Smart bombs, position guided armaments; a more sophisticated way to end up dead
    -On this day, I decide to anoint my fists; engaging them in the mode of power and war
    wut?

  19. #19

    Default

    Thanks, glad you like it. Theres a wrong version floating around, if you have any problems then you should redownload from my site to ensure you have the correct one.

  20. #20
    Prisoner 849
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    Nice looking map m8 but the map is not working on my game for some odd reason.
    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.

    Deinonychus the Raptor

  21. #21
    Prisoner 849
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    After a day the map started working in game odd?

    Looks nice just one thing that bugs me when ya die the body drops under the ground etc.
    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.

    Deinonychus the Raptor

  22. #22
    Skaarj
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    I like the different skyboxes in a single map. Very nice. I need to learn how to do that myself I reckon

    Quote Originally Posted by jefe View Post
    I also put both the new maps on my server and the UTfiles redirect yesterday (but haven't played them yet.) If you've updated the maps without changing filenames, I'll need to contact them to remove the redirect files. You have to be really careful about updating files, there's no telling how fast they can spread.
    The maps have been removed (check your post on the utfiles forum) & I uploaded the updated Tecta ^^
    Last edited by NoVaTuRiEnT; 10-14-2010 at 02:58 PM.

    As of 19th, Tuesday, 2011. I will no longer participate in Posting on the Epic Games Community Forums.

  23. #23

  24. #24

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    Yes, thank you very much. I'm glad you like the map. Enjoy!

  25. #25
    Redeemer
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    Smile interesting concept map

    Cool map with a little Mayan influence; although, not sure what the writing is scrolling up the columns in the green world (hebrew?). Neat idea with four different worlds that have similar layouts but different skyboxes. I like the lights and arcs in the purple world and the blue world has the best skybox. The gameplay isn't all that great, but it isn't bad either. The bots are good and can be tough in this one.

  26. #26
    MSgt. Shooter Person
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    Big Grin

    Quote Originally Posted by SkaarjMaster View Post
    Cool map with a little Mayan influence; although, not sure what the writing is scrolling up the columns in the green world (hebrew?). Neat idea with four different worlds that have similar layouts but different skyboxes. I like the lights and arcs in the purple world and the blue world has the best skybox. The gameplay isn't all that great, but it isn't bad either. The bots are good and can be tough in this one.
    Yes. The botplay is very good. The colors and hues and effects dejavu'd me back to Half-Life, where you teleport to the alilen world! Thanks for this jewel of a map. Make some more....

    Sergeant Todd
    Last edited by Sergeant Todd; 03-28-2011 at 12:59 AM.

  27. #27
    Redeemer
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    Thumbs up Smashing success!

    Great particles on the four different worlds; but also in whole atmosphere, different layout, different virtual details, different weapon/item placements, and love his different skyboxes intended to be the most. Like the portal colors, depends on the location of the four sectors does that with the following attempts I commented:
    • Chasmo Sector (Red) >> The sector has orbs stucked/placed and the molten textures I liked; also the purple moon is quite personal. Not in a real life I guess.
    • Shinae Sector (Green) >> The sector has the themed evergreen with birds chirping, had an interesting mushrooms, whips and some unknown messages on the columns (maybe a Mayan, IIRC).
    • Mayan Sector (Blue) >> The sector has cosmos skybox (with the stars, the moon, and the nebula), blueish lights and flames, boulders, broken weapon base with sparks, and rumbling sounds, but far enough for that. Had some camping spots here mentioned at Baryonyx's post.
    • Adyion Sector (Purple) >> The sector has the themed twilight, with purpleish plants and leaves, gooey walls/meshes and like the flares. Neat!

    Great gameplay and the bots can be tough in one of these four sections. Like the INI's three maps (this one, Thuliac and Nidor)!

    Download link moved to the INI's Unreal Page:
    http://unreal.shaungoeppinger.com/do...l/dm-tecta.zip


 

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