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DM-ADVMAN-02-alpha4 [Pics] [Alpha] [Updated]

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    DM-ADVMAN-02-alpha4 [Pics] [Alpha] [Updated]

    Name: DM-Noxious-Fumes-beta-01
    Version: Beta 01
    Compatibility: UT2004

    ATTENTION PLEASE: This map has been released in the meantime. Please take all discussion over to the release announcement thread.

    News: As far as I can tell, this map is finished. There were no gameplay-relevant changes since the last Alpha in June, thus I expect it to be still playable

    It is possible that the odd BSP hole or some collision problems have escaped QA, thus this beta. If there are no severe technical problems, then I will release the final next weekend.

    Thanks to all who gave me feedback during the Alpha phase. This would not have been possible without you.

    Description: The map consists of three areas that are interconnected on three levels and in various ways. It features all but superweapons (I still don't like them), has a wildcard pickup, three medium health pickups, some vials, some adrenaline, sparse ammo (two per weapon), three multi-directional jump pads and hopefully FLOW. It is fully pathed for bot play and I suggest 4-8 players.

    Screenshots:







    You find more screenshots and more on construction principles on my homepage. In order to foster discussion, please give feedback directly in this thread.

    Credits: Based on good advice in the forum threads Which maps do you like for their FLOW ??? and What makes a good Deathmatch map?

    Original music "Taiko Overtone Quartet" by ON ENSEMBLE, used according to its Creative Commons License

    Textures "bricklined9" and "basemetal2" from "HourIndusX", "grint" from "HourPitores" by Hourences, used with kind permission.

    Homepage: http://purl.oclc.org/NET/advman/maps/

    Download: Not available any more.

    #2
    Dl-d. Trying it out now. Will post back in a sec.

    Comment


      #3
      Hey man good to see you are working on layout first ill post back once ive looked at it. :up:

      Comment


        #4
        First things first: This map has potential.
        Wide hallways, also high enough for double jumping and dodging.
        Nice layout. I'd keep it as clean as possible.
        Bots do their job well (I think, but I suck at UT, so don't take my word for it )
        As far as flow is concerned, I think the flow is good. I could jump from one walkway to another, no problem! I really like that. I also didn't get stuck behind walls, when running backwards. This is why I said earlier to keep it as clean as possible.

        Mainly I only have one issue with this map: I can't get to the higher levels easily enough. I really had to search for area's with jumppads to get to some bot who's kicking my *** on the 3rd floor. In my opinion, when I see a bot / player, I don't want to search for a way to get him.

        Hope these images will help as well.




        Nice work. Maybe I'll post back later! :up:

        Comment


          #5
          Nice review, i have to disagree about the Reaching of the Levels though, try Shieldjumping

          I would like to see a Lift in this Map!

          :up:

          Comment


            #6
            Originally posted by eviL<3
            Nice review, i have to disagree about the Reaching of the Levels though, try Shieldjumping

            I would like to see a Lift in this Map!

            :up:
            Hmm, I can't pull out a shield jump that fast. I want to get there the easy way. IMO you might only have to use a shieldjump when trying to reach a superweapon or 100a. But maybe I'm just an UT2k4 noob.

            About the lift: True! That might also help when trying to reach the upper levels. For instance the lift could go to level 2, but when liftjumping you could reach lvl 3 as well. You also have more influence on where you want to go on the 3rd floor. With jumppads it's more or less a set path.

            Comment


              #7
              Originally posted by ThunderTom
              Bots do their job well (I think, but I suck at UT, so don't take my word for it )
              Haha, so do I

              Mainly I only have one issue with this map: I can't get to the higher levels easily enough.
              What exactly is the problem?
              • [a]Getting from bottom floor to middle?[b]From middle to top?[c]Or only from bottom to top?

              If the problem is mainly (c): is it ok if I keep the current jump pads and ramps, and add jump pads or lifts in areas "pink" and "green"?

              Hope these images will help as well
              • Regarding bumping your head (first shot): I wanted to make the rooms higher anyway, most probably by reducing the ceiling/floor distance from 256 (now) to 128.
              • Second image. Yes, that's the only way from this side. Other ways are via jump pad from room 24 to 01 (and then all the way across, or from 11 the ramp via 09 up to 02 and then through 03 to 05 (which is, from where you took the shot).

                Visual indicators for the jump pads will be included. In fact they were in the pads that I ripped from DM-Phobos2, but they pointed into the wrong direction and I could not figure out in an instance, how direction was specified. Thus I removed them
              • Regarding your comment "Got one already" in image 3: do you feel that the Assault gun should be left out? Hmm ... I always like to have two of them and normally your enemies already have a better weapon when you kill them.
              • In image 4 you say "Nice". Is that it, or did I miss something. What detail exactly do you mean?
              • I will see what I can do about image 5

              Comment


                #8
                Originally posted by advman
                Haha, so do I
                • I mosly have trouble getting to level 3. Also as I stated earlier I find jumppads very directive. You can't change where you're heading easily. Liftjumping offers more variation in that way IMO
                • About the visuals: That's what I was hoping for. :up:
                • Regarding the Assault rifle; Two is better ofcourse. But I'd rather have a shockrifle!
                • About Image4; I just liked the layout. That's it.

                Comment


                  #9
                  How big are your jump pads?: I would also like to know what theme map this is?

                  Comment


                    #10
                    Originally posted by Richyb
                    I would also like to know what theme map this is?
                    There is no theme, its a layout to see if the map has good gameplay. once gamplay has been fixed and have all the ramps and jumpads/lifts the way he wants it he will put in eye candy.

                    Comment


                      #11
                      Hmm not bad.

                      The layout has some potential but for me its a little bit to open In some places. It kept me entertained for a good period of time although i did find myself searching for the players instead of them always being in your face ( Im a tight DM guy myself )

                      I'd try to put a roof of some kind on the top of the buildings outside because it would create a good effect.

                      Overall I think that the weapon placement and ammo ammount/location is pretty **** good but there's some flack ammo in there but i couldn't find the cannon, sos if i missed it

                      Hope that helps

                      Comment


                        #12
                        There is no theme, its a layout to see if the map has good gameplay. once gamplay has been fixed and have all the ramps and jumpads/lifts the way he wants it he will put in eye candy
                        I understand that but i all ways have a theme in mind other wise hes mapping blind, thats no good for any one.

                        Comment


                          #13
                          Oh...

                          Comment


                            #14
                            The layout has some potential but for me its a little bit to open In some places. It kept me entertained for a good period of time although i did find myself searching for the players instead of them always being in your face ( Im a tight DM guy myself
                            I second that but i did notic you built it in blue does this mean theres going to be a huge out side part like sweet death?

                            Comment


                              #15
                              Originally posted by ThunderTom
                              I mosly have trouble getting to level 3. Also as I stated earlier I find jumppads very directive. You can't change where you're heading easily. Liftjumping offers more variation in that way IMO
                              OK, I'll do something about getting to level 3, maybe another jump pad, maybe a lift, depends on what fits better. Intuitively I'd prefer a lift because some people like liftjumping.

                              Comment

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