Page 1 of 2 12 LastLast
Results 1 to 10 of 17

Thread: DM-RB-Barricade

  1. #1
    Remus
    Guest

    DM-RB-Barricade

    Version:1.0
    Compatibility: UT3 V2.1
    Players:10-20

    Description:

    This is a remake of the classic Unreal Tournament 99 deathmatch map Orion's Barricade.
    Layout is the same but slightly scaled up from the original.
    Used the same song as in the original. Almost identical item placement.

    Credits: myself, Epic for the original map design, and Blitz for converting the bsp layout

    Gameplay video:http://www.youtube.com/watch?v=dCYU-PfhQew

    Screenshots



    Download PC:

    http://www.remusbrailoiu.com/download.php?view.9

    Download PS3:

    http://www.ut3mod.com/2012/08/deathm...barricade.html

  2. #2
    »TheHitMan«
    Guest
    Looks good

  3. #3
    SkaarjMaster
    Guest

    Question

    I agree, it looks great! The last pic though, wasn't that hall a lot steeper in the original or am I thinking of the part to get there.?

  4. #4
    Bl!tz~
    Guest
    from picts: fast job & great result...nice

    edit:.....but after playing a couples of games on it:

    -i was expecting something more complex on meshing texturing (lot of angles not adjusted; lot of limits between different materials are brutal; lot of different styles not really according together:the torches& "plates" support looks so techy + they are just "paste" in the wall^^; same for the trims around the big doors)

    -wow... so much vegetation in the space looks a bit weird imo; though it s a good fix to break the monotony of the walls.... but thoses stock flat foliage meshes looks so plastic and fake; the trees are nice if u face em but honnestly they look so 2D from other places!like if an elephant have put his back hours on the wall & the trees

    -the red lighting around the red lamps is too strong for me (cant believ i said that!)

    -the wood texture that u have use looks "washed"

    -the lightning "sequencies" outside are too fast and the blitzes looks "underscaled"

    -nice job on the asteroid itself; awesome compared to the original one

    i m still very dubitative about the gameplay on this map (too much jumpbots imo and it need some fast jumppadds outside...personnal feeling of course)
    as u have done a nice "classical" remake i ll try to do some changes about gameplay in mine

    well this is really not my fav map from you and to be honnest it look like if u "rushed it"
    dont be wrong it s a good map but i m used to see pure kick arses works from you ; i hope u ll not be offensed while reading that

    thx again for ur work and keep it up

  5. #5
    Remus
    Guest
    Quote Originally Posted by Bl!tz~ View Post
    -i was expecting something more complex on meshing texturing (lot of angles not adjusted; lot of limits between different materials are brutal; lot of different styles not really according together:the torches& "plates" support looks so techy + they are just "paste" in the wall^^; same for the trims around the big doors)
    I don't know what you were expecting. If you expected a static mesh heavy map to rival stock maps, I'm sorry to disappoint but that's not what I intended at all. I wanted a classic remake to capture the atmosphere of the original. As for the tech elements. It's a castle on a floating island in outer-space, I think sci-fi works fine with it. after all if it was really supposed to be a standard medieval castle it wouldn't have elevators either, now would it.

    Quote Originally Posted by Bl!tz~ View Post
    -wow... so much vegetation in the space looks a bit weird imo; though it s a good fix to break the monotony of the walls.... but thoses stock flat foliage meshes looks so plastic and fake; the trees are nice if u face em but honnestly they look so 2D from other places!like if an elephant have put his back hours on the wall & the trees
    Stock foliage static meshes. I've used them before in other maps, I fail to see what's so horrible about them this time.

    Quote Originally Posted by Bl!tz~ View Post
    -the wood texture that u have use looks "washed"
    I'm not sure what you mean. If you're talking about the wood planks, I chose a well defined clean texture on purpose. I like it that way.

    Quote Originally Posted by Bl!tz~ View Post
    well this is really not my fav map from you and to be honnest it look like if u "rushed it"
    believe it or not, all my maps are "rushed". They all took me 1-2 weeks to make, the only exception is Gray Matter which took me roughly 2 months.


    So all in all it's a matter of expectations. I'm fine with it as it is.

  6. #6
    Bl!tz~
    Guest
    some picts to help you to understand what i m talking about:

    -the foliage:





    -the meshing/texturing:







    -and the "washed" and "low res" wood:







    2 weeks for a map is not really a rush if u map 20 hours/day

    i dont post all that to ennoy you mate, it s just that i never saw that kind of thing in your previous map(i m a pure fan)....and to finish no i m not expecting overmeshed maps from anyone ; i dislike complex meshing and stock maps....(and my pc too)

    but if u re fine with it as it is...np.....peace

  7. #7
    Remus
    Guest
    All the problems you've found in this map, I can guarantee you'll find in my other maps. I would go and take screenshots to prove it, but I don't have the patience to do that.

    Also for the record, the "washed out wood" is a sharp, photographic texture with a resolution of 2048x2048...


    Quote Originally Posted by Bl!tz~ View Post
    but if u re fine with it as it is...np.....peace
    OK, we'll leave it at that. However thanks for trying to explain.

  8. #8
    SkaarjMaster
    Guest

    Talking

    I don't get it. Does it mean no trim, no transition, etc.? How long was this map in the beta section? I'd say if it was in there for at least a month, then there was plenty of time for comments. Looks fine to me though.

  9. #9
    M^vL
    Guest
    Hey Remus, thanks for getting a sweet Barricade in the game and with the classic tunes rockin' too!

    The only weird thing for me was the fact that I could hear fire crackling almost everywhere (on headphones). So, if you ever put out an update, that might be something to look at.

    Overall another excellent addition to my "Classic UT" votable map group on my server!

  10. #10
    Remus
    Guest
    Quote Originally Posted by M^vL View Post
    The only weird thing for me was the fact that I could hear fire crackling almost everywhere (on headphones). So, if you ever put out an update, that might be something to look at.
    I am making a small update because I noticed 2 places that require blocking volumes. However regarding the fire sound, I haven't experienced that problem. The only solution I can think of is to reduce the radius of the ambient fire sound.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •