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DM-Constructor][Classic [ BETA2 14/1/07 ] [D/L]

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    DM-Constructor][Classic [ BETA2 14/1/07 ] [D/L]

    Name: DM-Constructor][Classic
    Version: Beta2
    Compatibility: UT2004
    Description: A conversion of the classic UT99 DM map Constructor][

    Credits: Original UT99 version by Hayden 'Salvation' Wilkinson
    UT2004 conversion by Jon 'Killbait!' Duncombe

    Sjoerd 'Hourences' De Jong for the use of his great custom textures.
    Teddie 'teddabod' Tapawan for the matress mesh and being a nice bloke

    Screenshot:


    Download: Can be found on my page at Unreal Playground

    Changes In Beta2

    - proscribed paths around the Damage Amp Jumppad to minimize bots being stupid and getting into Jump loops
    - replaced more BSP with StaticMesh versions.
    - Changed some textures for other versions.
    - Added decoration to visible non play area's.
    - Added some moving vehicles in non player area for the fun of it, uses (code) adjusted movers
    - Fixed many little errors a normal player will never notice, but i did :-)
    - Added second Jumppad at backarea of small building to help flow.
    - Made keg visible from underneath
    - Added more creaky noises.
    - Adjusted loads of ambientSounds as they were too load/too low.
    - Fixed some minor lighting isssues.
    - Added zoneinfo's and set EAX settings
    - Added some more decoration meshes about the place.
    - Fixed whistle emitter not lasting long enough to match it's sound sample
    - Fixed some minor Smesh collision issues.
    - Removed some un-needed blocking volumes.
    - Worked around a additive BSP wall becoming non-solid.

    Comments:

    This has been sitting around on my HD for 18 months now nearly finished , so it's time i got off my butt and finished it off.

    Any comments/suggestions are welcome. It's pretty much the way i want it, not overly cluttered/fancy while keeping to the original.

    Please see the ReadMe in the zip file for all the technical info.

    #2
    Nice map. My only comments are that it would be good for one more jumppad or lift to the upper section, opposite from Udam and perhaps a hole in the floor/ceiling of the megahealth area so you can see it from below. You might also put a small radius light or two in the darker alley ways. Lastly, sounds from boards, metal objects or puddles should be put in a couple spots.

    You could put a streetlight angled downward into this closed off alleyway for a nice touch:

    Comment


      #3
      looks nice

      I will download and test

      Comment


        #4
        Great map... updated oldskool, best of both worlds.

        Bots sure love that Udam ridge, whole bunch of them got stuck in a kind of jump loop even when there was no pickup. Had to put some of them out of their misery. Also, that 'hole' (black thing with metal rods) in the rocket room's floor looks kinda rough, could use some lovin'. Otherwise no major issues afaik, but better ask a real beta tester.

        Comment


          #5
          Thanks for all the comments. I'll agree that the non play area's still need a bit of touchin up, will get onto that ASAP.

          I'll look into the other suggestions and see how they go. I dont wanna stray too far from the original, but it it helps the map then what the hell.

          I cant say i've seen that bot issue 4TX4, but i suspect it's a pathing issue, i'll look into it.

          Comment


            #6
            Any comments/suggestions are welcome,....
            Always impressed by your lighting. You're one of the best lighters on the forums. Are you pro yet?

            Comment


              #7
              Thats fantastic thought i was playing the original for a while

              Comment


                #8
                I love Sign and pics on wall ...

                Comment


                  #9
                  Hi old friend, glad to see your talents are not getting rusty, more then I can say for myself! In all honesty I would have to nit-pick to say it needs this or that. Will test it more thoroughly then pull it apart and say it is not worthy

                  Catcha later.

                  Duca

                  Comment


                    #10
                    I good run around later. Lighting spot on, layout perfect, texturing faultless. Hang on there has to be a negative somewhere, but can't come up with one. The area where Luv_Studd pointed out, for a novelty you could have a couple of cars moving up and down to give the feel of "some" life in the city, only a thought. Well done bud.

                    Duca

                    Comment


                      #11
                      @ Duca.. Long time no see m8!.. Hows your ONS map coming on?.. Get it finished.. it'll be a cracker when it is .

                      Thanks for the nice comments m8, i did make a start at having vehicles going up and down the street but got kinda sidetracked with other things, will get onto that area last of all once i got the other play area stuff sorted.

                      @LoveFest.. Me a Pro.. never.. just aint good enough .. But the comment is appreciated

                      @BuffyTheSlayer.. The large animated board uses content already in the game.. The Hotel sign is 100% custom with re-coded projectors and timers to make it work.. A bit overkill for a decoration, but it was fun making it

                      @4TXT.. i just about cured the bots of that UDamage Fetish they had , adjusted some paths and proscribed a load out.

                      General Stuff

                      I've made the Keg'O'Health visible from underneath now as suggested and just tidying up a few minor things people will not notice.

                      I'm also looking into another jumppad around the smaller of the two buildings to help flow, but i'm not gonna commit to it 100% yet until i've tested it a bit!.

                      I'm going to see what i can do about that cracked floor in the main, it does look rather naff, might have to crank maya up on last time for it.

                      Keep the comments coming be they good or bad, i do appreciate any given and will take them into consideration.

                      Comment


                        #12
                        I've uploaded a new beta of the map. See the first post in the thread for the download link.

                        Hopefully there shouldn't be anything left to do before it goes final, but you never know

                        As always.. Any comments or suggestions are welcome.

                        Comment


                          #13
                          No comment, says it all. As for my ONS map, all totally binned. I started it while I thought I was happily married but unfortunately events took a turn for the worse. Since 2004 mapping quality (yours proves that) has improved enormously and my map sucked so into the bin it went. Keep up the good work, it shows.

                          Duca

                          Comment


                            #14
                            Originally posted by KillBait! View Post
                            I've uploaded a new beta of the map. .
                            Can't unzip it. Says "archive is either in unknown format or damaged." It downloaded in like 2 seconds too. That might say something.

                            Comment


                              #15
                              Originally posted by LoveFest View Post
                              Can't unzip it. Says "archive is either in unknown format or damaged." It downloaded in like 2 seconds too. That might say something.
                              Download is fine, just tried.

                              Duca

                              Comment

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