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[UT2004]DM-1on1-Perversion[Updated][Pics]

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    [UT2004]DM-1on1-Perversion[Updated][Pics]

    Hi. I have a 1on1 map in beta atm. It's a tight little joint that is heated for in-your-face kills.

    It's titled DM-1on1-Perversion, for UT2004.

    Here are some shots:
    http://www.planetunreal.com/bean/beta/1on1p1.jpg
    http://www.planetunreal.com/bean/beta/1on1p2.jpg
    http://www.planetunreal.com/bean/beta/1on1p3.jpg
    http://www.planetunreal.com/bean/beta/1on1p4.jpg

    [Edit]
    I pulled the link because release is coming soon, likely in a day or two and has changed a bit since the version that was posted.
    I'll post here when it is finished and ready for download!

    #2
    Looking awesome! I'm going to test it now.

    Comment


      #3
      looks awesome...the first pic reminds me of rankin :up:

      Comment


        #4
        Okay, I've tried it. It flows very well, but needs some tweaks with placement, flow, and general stuff. Here's my ideas:

        You might want to antiportal the following areas... in rmode 1, everything was rendering through them.

        http://www.freewebs.com/virax/images/ap1.jpg
        http://www.freewebs.com/virax/images/ap2.jpg

        For optimal flow, as well as placement, here're a few suggestions.


        Remove the blocking volumes, and replace with an additive brush with glass... and make sure projectiles won't go through.
        http://www.freewebs.com/virax/images/glass.jpg
        http://www.freewebs.com/virax/images/rw5.jpg
        The link ammo here...
        http://www.freewebs.com/virax/images/la.jpg
        And move the 25 health to here...
        http://www.freewebs.com/virax/images/mh.jpg
        Then, maybe add a lift here.
        http://www.freewebs.com/virax/images/lift.jpg

        And for personal taste, nothing really integral to game play...
        http://www.freewebs.com/virax/images/scorp.jpg

        Side note: Where I said you should put the 50a, you can see there are two walls, one one left, and one on the right. If I look at those from an angle, they occlude - so I assume there's antiportals in them. However, as you can see, I'm getting sh FPS right there. I checked, and in that position, they're not occluding, and practically every poly in the level is being rendered.

        EDIT: For some reason, clicking those links brings me back to this thread. I think it's a bug, or my host is preventing outside linking. Just copy the links, and paste into your address bar.

        Comment


          #5
          cool man, thanks for the feedback.
          there is some bad fps where you noted and i really need to fix that.

          now the glass covering up those lower open areas outside, i dont want to do that. i want to leave the 100+shield open to rocket attack.

          for the rest i will certainly play around with those ideas. thanks again.

          Comment


            #6
            Originally posted by Anthony [Bean]
            cool man, thanks for the feedback.
            there is some bad fps where you noted and i really need to fix that.

            now the glass covering up those lower open areas outside, i dont want to do that. i want to leave the 100+shield open to rocket attack.

            for the rest i will certainly play around with those ideas. thanks again.
            Well, then could you make the holes a bit smaller? They look as if you can crouch and go through them easily, but you can't. Or, maybe just make the middle one smaller, and cover the other two with glass? It's just so tempting to walk through, and the blocking volumes won't let me do so. Also, I don't know if it's possible (I really haven't memorized all the different configureable values for blocking volumes ), but could you make it so it will allow the shock core through? It would be nice to be able to leave it open for combo attack as well. ;D

            I hope all of this helps. I really put alot of thought into the placement thing, because I adore this map, and it would be a shame if it went to waste because of bad balancing.

            Comment


              #7


              np man, got time to play with different configs and see what works out best.

              Comment


                #8
                i added a visual indication so your mind doesnt think that it is possible to walk thru those lower "window" areas outside and i fixed the ability to shoot the shock ball thru there.

                im still contemplating adding the 50a where you indicated Virax.

                and im still attempting to optimize the main body of the map

                Comment


                  #9
                  Awesome man. I can't wait!

                  If my reasoning helps you decide, the reason I feel that the 50a there would be best, is because it heavily balances the map. Currently, even with weaponry, the flow is too centered around the 100am(Plus, that health is a bit too near it - that's why I suggested that move as well), and the 50a there would give more incentive for full map control.

                  I hope you don't mind, but I'm deleting my images from my webspace now.

                  Hey, if you have AIM/MSN, and broadband... would you like to send me the latest build, and set up a (passworded of course) server? We could playtest!

                  Comment


                    #10
                    If my reasoning helps you decide, the reason I feel that the 50a there would be best, is because it heavily balances the map. Currently, even with weaponry, the flow is too centered around the 100am(Plus, that health is a bit too near it - that's why I suggested that move as well), and the 50a there would give more incentive for full map control.
                    it does add a bit of spread across the map. if anyone else has played this would they like to chime in with their thoughts? It would be appreciated. I dont have that much to fix up and add so another beta version likely wont be necessary, but time will tell.

                    thanks again Virax, you have given some great gameplay suggestions.

                    Comment


                      #11
                      No problem man, anytime. A good map deserves good feedback, so that a good map can become a great map.

                      Comment


                        #12
                        Well at the risk of sounding like a n00b. I reallly like this map. Beta or not this baby is fun. Looks great, plays well. I will be very interested to see it after you finalize it. Sounds like you are getting some great advice and already have a helluva start imo. If this was the final I would be very happy with it. Good luck. :up:

                        Comment


                          #13
                          thanks for the kind words Dru Tyson. ill be sure to update this thread when it goes final or if another beta is needed.

                          Comment


                            #14
                            updated, release coming within the next few days.

                            Comment


                              #15
                              Well I have been playing your map for a few days now and I still love it. I have had time to come up with a few comments though. Let me just say first that even if you ignore every suggestion I make this baby will stay on my hard drive for a long time.

                              First up is the lower level. It feels a bit cramped to me. I have difficulty boosting around because the halls are pretty narrow and the ceiling is so low. I think that dropping the floor down 4 or 5 feet would help it to feel not so tight.

                              Which brings me to the minigun room. I try to dash in there, grab the minigun then boost-dodge outta there and inevitably smack my head on the overhang beneath the 100am. Any chance of raising that or just eliminating the overhang totally? Just a thought.

                              And speaking of the 100am, Virax is dead-on about that. Own the shield pickup and you are 3/4 of the way to owning the map.I would like to see a 50am somewhere or maybe just turn the 100 into a 50.

                              Also I think it would be cool to extend the platform where the shock rifle is out toward the window with the car and the no parking sign by a few feet. Just enough so that you could reach it with a lift jump from below. Z axis is fun :haha:

                              Finally I want to say I love the outside area. I am a sucker for maps with snow. However I think it makes the map feel a little visually unbalanced. You have this great industrial theme going on then there is this one little spot outside. I definately would not remove it, just expand the theme a little. I think it would be cool to have another similar area over by the link gun. This would help balance it a bit. If nothing else you could just take one of the skylights on the other side of the map and make it broken so it could snow into the complex a little.

                              Thanks for listening and keep up the great work. I cant wait for the final. :up:

                              Comment

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