Results 1 to 18 of 18
  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Map - Deathmatch (PC) DM-Bridgestation

    [UPDATED : 29/11/2010] : New Version

    Name: Bridgestation
    Version: 1.3
    Compatibility: Titan pack

    Description:

    Cette arène est une des stations du système de transport en commun de la Liandri.

    This arena is one of the stations of the system of transit of the Liandri.

    Update :

    - 22/06/2010 : I remade a part of the map to make the gameplay more interresting.
    - 29/11/2010 : New Version, more playable.

    Comments:

    All feedback are welcome.



    Screenshots:







    Download: [FTP]PC download
    Last edited by Naarshakta; 07-27-2011 at 05:11 AM. Reason: map update

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2009
    Location
    *Classified*
    Posts
    111

    Default

    Very nice, very nice indeed

  3. #3
    Iron Guard
    Join Date
    Nov 2007
    Location
    Poland
    Posts
    528

    Default

    Try adding Post Process effects

  4. #4
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    Map Update after my school year ...
    All feedbacks are welcome.

    Thanks for playing my maps ^^

  5. #5

  6. #6
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,439

    Cool

    This is one I'm not too sure about. It's a tight space port map that can be difficult to navigate at times and has some strange "room of death" that turns everything black and white. I can't seem to figure out how to trigger it and why it has to stay huge for so long.

    EDIT: I like version 1.3 a lot better >> bots are tough, tight spaces, no more green "room of death" (yeh, I know I forgot the name again....x-ray volume, that's it), nice turret-door-bridge changes, didn't notice too many other changes but that helps a lot. You forgot to link to the screenshot in the editor (ini file), but I fixed my version.
    Last edited by SkaarjMaster; 12-04-2010 at 11:20 AM. Reason: new version

  7. #7
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    Quote Originally Posted by SkaarjMaster View Post
    This is one I'm not too sure about. It's a tight space port map that can be difficult to navigate at times and has some strange "room of death" that turns everything black and white. I can't seem to figure out how to trigger it and why it has to stay huge for so long.
    Sorry, i don't really understand what do you mean ?
    Do you think this map is too small ?
    Or it's the turret that disrupts you ?

    Your comment are really apreciated but i don't understand it sorry my english is REALLY bad !

  8. #8
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    Aligned to grid
    Posts
    76

    Default

    Quote Originally Posted by SkaarjMaster
    This is one I'm not too sure about. It's a tight space port map that can be difficult to navigate at times and has some strange "room of death" that turns everything black and white.
    C'est une carte dont je ne suis pas sûr (en gros, il a des doutes, ce qui est façon poli de dire que quelque chose ne va pas) . Cet une "gare spatiale" très resserré où il est difficile de se déplacer (on parle de problème de flow , la moyenne des déplacements des joueurs est comparable aux flux d'un courant d'eau) et qui donne cette impression de "cube de la mort" qui déséquilibre complètement le gameplay (SkaarjMaster parle de black and white, car il y a des zones qui sont tellement dangereuses qu'elles rendent les zones sûres "obligatoires"; ton niveau est coupé en deux entre là où l'on joue normalement, et là où l'on ne veux pas aller).

    Ensuite
    Quote Originally Posted by SkaarjMaster
    I can't seem to figure out how to trigger it and why it has to stay huge for so long.
    Moi même je ne comprend pas.
    I don't either understand what you're talking about, SkaarjMaster? I haven't played the map yet, so I bet you're talking about the cannon?

    Quote Originally Posted by Naarshakta
    Do you think this map is too small ?
    I think so.

    Quote Originally Posted by Naarshakta
    Or it's the turret that disrupts you ?
    Yes, the turret is disturbing him.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    [Knowlage is power] Sinéad, for the first time, life is gonna turn around...

  9. #9
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    OKay, thanks to you.

    I'm working to make this map a real playable map.
    Ii will post it in the Beta Releases in the nexts weeks.

    Thanx

  10. #10
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,439

    Default

    yikes, no the turrets are fine. It's the greenish cube zone that slows everything down inside (I forget what they're called) that I was complaining about. It just seems like it was active for too long and I couldn't figure out how to trigger it. Also, I'm not sure it is appropriate for such a tight space.

  11. #11
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Location
    Aligned to grid
    Posts
    76

    Default

    Yikes, a slow volume?

    Bad idea/mauvaise idée Naarshakta.
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    [Knowlage is power] Sinéad, for the first time, life is gonna turn around...

  12. #12
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    It's the X-Ray volume from Titan Pack !

    It's already removed, I'm working on the gameplay particullary and a deployable has nothing to do in a small map.

    Here's a rough plan of the map :



    - First i removed the turret ( blue 4) ( to make the corridor more playable )
    - Then i was thinking in moving the Flak Canon from (1) to (2) to make the corridor more interresting.
    - I changed the titan door to make it open once. You need to be a titan to open it and it does'nt close anymore.
    - I was thinking to add a bridge ( green 4 ) to make the path between the two rooms more easy and improve the game speed.


    Okay that's my ideas what do you think about ?
    ( PS : may i move this topic to the Beta Section ?? )

  13. #13
    Redeemer
    Join Date
    Jul 2006
    Location
    Tampa, FL USA
    Posts
    1,439

    Thumbs up

    Good ideas! Also, I never did like that X-Ray volume even in huge maps.
    EDIT: new comments added to previous original post.
    Last edited by SkaarjMaster; 12-04-2010 at 11:14 AM.

  14. #14
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    Version 1.3 Up !

  15. #15
    MSgt. Shooter Person
    Join Date
    Apr 2009
    Location
    Birkenhead,UK
    Posts
    60
    Gamer IDs

    Gamertag: YaMaInAThong

    Default

    I think this is a great build and a great display as your skills as an environmental builder. my only crit for it is that the level is really really busy, there's all sorts of different colors and mismatched objects it just feels really diistracting on the eyes and i'm being pulled in every direction by it.
    Current Project: absORb "Play with your balls!"

  16. #16
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    McMonkeyBoy > you are absolutly right, I'm not a Level Designer, that's why I'm modding : to learn how to make a good gameplay. Thank you for feedback I will take care of your advise.

    Pics & Link available.

  17. #17
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,473

    Thumbs up This map is fun.

    This must be the round build-up map in Version 1.3, putting this version to my computer, and its pretty good. Cool meshes, details and impressive tidy-up materials such as boxes, monitors, pure solid textures, portal, holographic spaceship, banners and minigun turret mesh [but it seems looks like a sculpture (not the real thing I suppose)]. The lighting is perfect for the atmosphere and also what a wonderful view of cities and colorful particles outside. Good gameplay, the FPS seems fine to me and the bots are really good at.

  18. #18
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Location
    Montpellier, France
    Posts
    38

    Default

    Sorry for this too late answer ^^
    Thanks a lot, really. That mean my work is not so bad.
    I LOVE modding but I'm really not a professionnal so sometimes I feel uncomfortable and this comments really help me !


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.