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    DM-Kurumi-BETA

    Name: DM-Kurumi

    Version: Beta 2.0

    Compatibility: UT2004

    Description:a small levitating weather report station requisitioned by the Liandri for the Tournament (poor description )

    Screenshots :
    [shot]http://dodue.free.fr/images/captures5/dm-kurumi-beta2-scr01.jpg[/shot]

    [shot]http://dodue.free.fr/images/captures5/dm-kurumi-beta2-scr05.jpg[/shot]

    [shot]http://dodue.free.fr/images/captures5/dm-kurumi-beta2-scr06.jpg[/shot]

    scr02.jpg
    scr03.jpg
    scr04.jpg
    scr07.jpg


    Credits:
    Hazel H for the awesome skybox !!! http://www.hazelwhorley.com/

    Download:
    HERE

    #2
    Looks awesome, downloading now. :up:

    Comment


      #3
      jeez this looks nice!
      can't wait to try it.

      Comment


        #4
        thats weird... but cool! looks really nice. downloading.:up:

        O.K. I've tested.

        First: Have you mapped before? If so then I'd like to see more...

        The map: It's really good :up: . On a side note, it would probably suit 8 players better than 10 I think. But, Nice flow, smart visuals and a fresh theme (halo-ish perhaps? More UT2003 than 04 I think, but that's not a bad thing). I don't think that there is much to improve but nitpicking really, IMO. (but of course some people will say otherwise). So, to improve: The door arches have this sticky downy bit thing which gets in the way when you jump, I'd remove that. The player starts are a little close together maybe? It's nice to be near your opponents, but some are a bit too close I feel. The room with the Big Keg O' Health has lighting with no apparent source: add static meshes. Some of the lifts are just a bit too fast, it can be quite disorientating using them. What is the main body of the map? BSP? In which case I would decrease the light map from what I am assuming to be 32 to 16 or maybe 8 to give it crisper shadows. are there ambient sounds? I didn't listen much (and it's a beta) but they are effective, especialy in a big airy arena such as this. The movers were nice, I liked that. The symmetry confused me a bit, with 2 biorifles (?!?!? w00t!) but I got used to it. So in conclusion, very nice.

        Finally, would you consider joining the GTCP maping team? youv'e got skills that we would appreciate. If you're interested, there is a thread concering in the beta release main page. :up:

        Comment


          #5
          Wow this map is great!!! I had a thoroughly enjoyable run thru on this. I played with 8 players as is mentioned above and thought it was quite suited to that number. I like the lift speed and find it perfect for lift jumping to the top constantly. The lighting is a little bit bright in places, but overall a few tweaks and this baby will be perfect. Good job and I'm looking forward to the final!!!!
          :up:

          Comment


            #6
            Originally posted by DCD_123
            But, Nice flow, smart visuals and a fresh theme (halo-ish perhaps?
            Yeah it looks like it came from Halo! Really like it!

            And fix the description:haha: :haha:

            Comment


              #7
              Pretty nice map. I think it would be better off as a CTF, and not a DM. I have a few suggestions of where a flag would be placed, if made into a CTF.




              Keep up the good work! :up:

              Comment


                #8
                Dj-Silt in Da Hoooouuuuuwwwwse! I LOVE YOU ! This Rocks ! I have a off shoot idea I'd like to chat with you about if possible? Please take a look at your PM's when you get a chance.

                Comment


                  #9
                  thanx a lot everybody for the nice comments

                  @ DCD_123 :
                  -this is my second map (my first one was ONS-VolcanoHigh)
                  -about the player starts and weapon placement, i'm not sure of it because i don't play DM very often (mainly TAM and ONS) so any suggestions is appreciated i will add more player starts
                  -about lightmaps : almost everything is BSP and almost all surfaces affected by the sunlight are already at lightmap 8, even 4 for some walls, so if i reduce the lightmaps again the file size of the map will be too big (33 Mo now).
                  - still no ambiant sounds (i keep this for the last )
                  - about GTCP, i will have a look at the thread and tell you by PM if interested but thanx very much for the proposition :heart:

                  @ Juggalo_Kyle
                  I already thought about making a CTF version (even BR perhaps). SO if i make it it will be another map, but because i never play CTF, i will need some advice about item placement and more ... i will count on you at that time

                  Comment


                    #10
                    No wonder it looks so amzing, the man who made ONS-VolcanoHigh, nice!:up:

                    Comment


                      #11
                      very nicely built. i like the lift jump opportunities.
                      one thing i felt missing was anything in the way of motion.
                      no moving lights, no steam. i know you have that turbine thing, but i don't think that is enough to make this place look like a living breathing facility

                      Comment


                        #12
                        Originally posted by sae-sho
                        one thing i felt missing was anything in the way of motion.
                        no moving lights, no steam. i know you have that turbine thing, but i don't think that is enough to make this place look like a living breathing facility
                        it's something i have not done yet but some people have FPS problem with this map and it is very hard to optimise so if i add some emitters, my FPS will be worse ... i will make some tries

                        Comment


                          #13
                          Have you thought of adding coronas or even cubemaps to the solar panels? It would help them look shinier as ATM they look quite flat, IMO.

                          Comment


                            #14
                            Yep just like everyone I really like this map. Totally original layout, and really nice use of bsp cuts on the walls and floors for pretties. Has a great feel to run around, almost feels quakish in a way. It's always really refreshing to play maps with something different to the old corridors & rooms deal. The meshes you've created for the lifts also look fantastic - will there be lift sounds in the next version?

                            On the suggestions side, is there something you could add in to help orientation of which end of the map you are at? Also, perhaps use of an extra colour like red in a very small amount across the map would help - atm the colour range is essentially blue, purple grey with fairly close shades to one another which lets them blend into each other somewhat. Perhaps a small red light here or there or some such?
                            Would it also be possible for the turning cogs at either end of the map to have collision enabled so you don't fall through them? I also felt a little funny falling through the bottom of the map when my fall ended very quickly despite the ocean seeming quite far away. Would you consider making the distance you can fall deeper so the illusion of being so high in the air doesn't get broken when you fall/jump off the map?

                            Two thumbs up on this one, I'd like to see more maps like this in the future of UT, refreshingly original and playable. Keep it up!

                            Comment


                              #15
                              emmitters would be nice if it does give a big fps hit, but how about shadders instead? don't know if they effects fps as much or at all.

                              with mapconverter v1.07, you can play any dm level as ctf. many work out pretty well, others are just silly.

                              Comment

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