1.1 (If the preview screenshot isn't high res, you have the wrong version)
UT3 Version 1.3
PS3 version - ?
Update - Lighting on players and weapons is totally buggered since the Titan patch...bummer
"A stunning deathmatch arena with unique features, brilliant flow and design, high caliber graphics, and plenty of health, and power-ups. Made for large scale Team Deathmatch battles, ideal for 32 player competition."
Deployable items, no global post-processing effects, no claustrophobic-hallway architecture, smooth flow in layout, and other features to make for better gameplay
See the included readme for thoughts...enjoy
Thanks to many others who made it possible for me to get this done though, and to all those who take the time to play it
Thanks to Epic for UT3 and its editor
Thanks a lot, glad you dig it...I put a lot of work into it
It's pretty big but once you learn the sections it's easy to understand where you might want to go and how you want to approach a battle. There's ammo everywhere, typically one set of it per section, and I think there's at least 2 or 3 of every weapon (including 2 redeemers) scattered through each major area, you'll always stumble across something pretty quick, and once you learn the layout you can decide what loadout you wanna make your way towards. My favorite is dual pistols + the berserk in the tree, or flak cannon from the top of the office and charging into battle with invulnerability and spidermines.
As for health, even with it everywhere the game is still so fatalistic...with max health and armor your still only able to survive so much, so I wanted people to be able to keep up the pace of the battle if they keep moving and picking things up....I think it has a pretty good amount, but sometimes healthy bots put up a hell of a fight.
With lower players the battles can be a bit thin though...deathmatch with 32 players is crazy and hectic...Team Deathmatch at 32 is better for a little more serious play. You'll always stumble across battle pretty quickly, and have people to back you up, rather than have all the focus on you...
Thanks again, good to hear feedback...it's gotten like 40 downloads so far but you're the first to respond, awesome
Don't forget that CBP2 and MSUC-stage2 finished recently so you'll probably find that a lot of people are playing a lotta good quality maps atm. I'm sure you'll get the feedback you need, but you'll need to give peeps time to digest all these recent maps.
Once I've tried it I'll post some comments for ya.
Interesting map. Tried on TDM with 29 bots.
At first I thought "It's not that big" then I spawned in the Asian theme area, for the first time, and thought "where tha hell am I" LOL. After running around thereafter...I realized just how big it was. :P
Interesting concept and use of themes and colours with lots of action, especially around the centre of the map. Was good to still see action in the areas away from the centre and the fact that if you spawn in the outer areas you eventually will gravitate towards the center into the heart of the action.
My suggestions for future updates; (I'm no expert though so take it with a grain of salt )
Maybe desaturate some of the coloured lighting. To me bold colour lighting schemes work well in small, tighter levels but don't look as good in larger levels. I noticed you have light sources(meshes) as a source for the lighting but the boldness of the colour didn't seem to suit the mesh/source. The lanterns is a good example of this. The bold colour in my eyes didn't suit the lanterns. If you wanted to keep the bold colours use meshes where there's a larger 'mesh light source'.(eg like a fluro tube rather than a lantern)
Make additional paths out of the water section near the water spout. Unless I missed'em (which I probably did due to bots hunting me down) there only seemed to be one way out of the water which could take a while to get to hence making me avoid the water. You could otherwise lower the paths (or raise the water) above the water to allow players to get out pretty much anywhere. This would make it more attractive for players to take a dip rather than avoiding it. The spout was a good idea. I found myself using it a few times to get to the upper level.
Hopefully my comments may help you out!
Apart from that it's a fun map with lots of action that I'm sure peeps will enjoy. Also being a large map it ran suprisingly well with 29 bots!!
Looking forward to see what you come up with next.