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[Map-INV] DM-Termination beta 1/2

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    [Map-INV] DM-Termination beta 1/2

    A simple Invasion map, the first one I actually finished. It's somewhat based on DM-TheEnd from the LDG Invasion server, not sure who made it.

    The map has a huge hall for fighting monsters, a more or less safe area with lockers and 3 side rooms.

    All assets are original, except for the skybox (which I found somewhere earlier for UnShame's TrainCrossing) and maybe the glass texture.
    Static meshes and textures were made in PS/Max. It's another attempt at making UT2004 stuff look normalmapped when it's not. The materials are quite complex, I took inspiration from UE4 (Sci-fi Hallway in particular, hence the colors, the readouts and sci-fi theme).
    The good thing about them is that by mixing various textures of different scale it's possible to achieve less tiled results while still keeping all the detail. Also all material colors are defined by 3 constant colors which means that even when the level is already completed you can still change the color scheme in 3 clicks.

    Can't say this turned out totally awesome, but, well, see for yourself.






    A short preview video:




    DOWNLOAD

    You can alter this map and use my assets in your own projects as long as you mention me somewhere in the credits.


    Special thanks goes to proof for helping me set up the lighting.

    WiP thread on LDG forums: https://ldg-gaming.eu/viewtopic.php?f=6&t=2827

    I'd love to hear all kinds of feedback, just keep in mind that the map was created for a specific gametype (Ballistic Weapons Invasion) on one particular server. For example, the only reason Super Shock Rifle pickup exists there is to be replaced with BW Lightning Gun.

    Upd.

    Beta 2:



    DOWNLOAD

    #2
    Hi Aberiu,
    I gave the map a try with my YARM mod (obviously YARM and standard maps don't really go together given the movement speed difference...). i'm glad you mentioned that it was specifically for BW Invasion, as I was a little puzzled by how it played. I can't really comment on the gameplay since I don't have BW installed on this computer, but I did want to say that I love the look of the map! The custom textures and static meshes really go together well and were cleanly setup. I would love to see another map using this same theme/atmosphere (heck even another remake of Deck would look pretty cool with this theme).

    You may want to see how the map looks in the editor when you switch the rendering emulation to a lower level, some of those shaders may need fallback materials.

    Comment


      #3
      Thanks! I was thinking about fallback materials, yeah. The water shader seems to be completely broken in emulation mode, I might fix it at some point.

      Comment


        #4
        Very pretty map, and I remember the map it was based on. Much nicer looking. I don't use this style of map on my invasion server (we use standard maps without hiding rooms) but I would if we did. I suggest adding a readme and including the music track (CwP-24cmis.ogg, from one of the Community Bonus Packs, I think) to the zip file.

        I think this map could use a few standard ammo pickups - at least on my server, not every class benefits from weapon lockers.

        Comment


          #5
          Unfortunately in BW ammo doesn't really help because each stock ammo pickup is replaced with a whole bunch of BW ammo types, which spawn randomly. You never get what you need from them.

          Comment


            #6
            The original author of The End was Fairy. He made a few versions of the map. The image you provided may be one of those.

            I'm curious if you made custom static meshes within the UT editor and if so maybe you could briefly go over what tools you used.

            Comment


              #7
              The ressult is really pretty. The mesh are high quality and i don't talk about the textures.
              Can i steal or use your textures ?? Please

              About the lighting, it's too flat. you need work the contrast. You add some lights. But they are no impact in your surfaces.
              It's look like no light.
              Mb you should reduice the generak ambiantbrightness.

              Comment


                #8
                Can i steal or use your textures ?? Please
                --------->
                You can alter this map and use my assets in your own projects as long as you mention me somewhere in the credits.

                Comment


                  #9
                  lol i think he's jokin, A bit tought for asking for permission lol

                  Comment


                    #10
                    Looks good. Can you enable Anisotropic Filtering x8 for the next screenshots?

                    Comment


                      #11
                      I was thinking today, what if I convert this map for VCTF? The problem is, I never played VCTF in UT2004 (I played it in UT3 though) so I will need some advice regarding the weapon balance and map layout.

                      The map already has a huge hall which could hold at least a couple of scorpions or tanks, and it has a structure which can be easily used as a flag base, all is missing is the second symmetrical part:

                      [screenshot]http://fc06.deviantart.net/fs71/f/2015/052/a/3/vctf_sketch_01_by_aberiu-d8iw5j7.jpg[/screenshot]

                      The base could use more sideways for better flow though:

                      [screenshot]http://fc01.deviantart.net/fs70/f/2015/052/7/2/vctf_sketch_02_by_aberiu-d8iw5jf.jpg[/screenshot]

                      and the the big hall needs some better connection with the upper corridor, but overall I think it's possible. The left base is already red, creating blue team colored materials for the right base is only a matter of one constantcolor and a couple of new shaders. It won't even affect the file size.

                      Any suggestions guys? More jumppads in the big hall maybe? More sideways? Some crates or containers for people to hide from vehicles?
                      I'd love to know your opinions.

                      You can download beta 2 (the one with red floors) from the first post and examine it yourself to get a better understanding of the layout, if you want.

                      Upd. I think I just figured out the central part:

                      [screenshot]http://fc07.deviantart.net/fs70/f/2015/052/d/4/vctf_sketch_03_by_aberiu-d8iw96w.jpg[/screenshot]

                      [screenshot]http://fc00.deviantart.net/fs71/f/2015/052/f/4/vctf_sketch_05_by_aberiu-d8iwb4y.jpg[/screenshot]

                      Dunno if it makes any sense.

                      Vehicle scale comparison

                      Upd2 Unshame also suggested to expand the map outside and replace the tank with paladin:

                      [screenshot]http://i.imgur.com/kUs1Hi5.jpg[/screenshot]

                      Comment


                        #12
                        I'd pretty much recommend everything you already suggested. I have not played VCTF online, so I'm no help from the perspective of vehicle vs. players in net games. I like the idea of including some "on-foot" routes only along the sides (maybe an overhead catwalk down the hall?), though it might be a good idea to still leave them exposed to vehicles in at least a couple of spots (enough so that on-foot players still have to time their crossing of any open areas to avoid tank shells/vehicle fire), and jump pads/lifts to reach the routes so that defenders at least have a fighting chance of going after a stolen flag.

                        One layout that I thought could always be adapted pretty well for VCTF was the horseshoe (like that snowy vehicle map back in HALO 1). The full loop could be for the vehicles (the existing tunnel, duplicated and placed parallel, then connected by a large connector tunnel at the far end), while some intermediate tunnels could connect the two sides of the 'U' closer to the flag bases allowing foot traffic and vehicles to have roughly the same "flag-to-flag" run time.

                        Comment


                          #13
                          Exposing the side route to vehicles somewhere might be a good idea, thanks. Making this map U-shaped is a bit too extreme though, I don't want to rework it completely.

                          Comment

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