interesting layout for VCTF and I like the vegetation, fort itself, paths, lighting/shadows, redeemer location, jumppads, torches, chandelier, message board and surrounding mountain lake scene (although the skybox needs work); a couple more vehicles could work also and maybe one flying.
(and, uh, I guess no more download links)
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VCTF-Fortress [Pics][DL][Final]
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Private Tux repliedMore DL link, direct mirror added to UT-Files.com:
http://ut2004.ut-files.com/index.php...F-Fortress.zip
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Private Tux repliedConnected with large floating island, forts, bridges and vehicles. Nice lighting, details, large plants and skybox. Two paths with small roads are pretty much average. The Redeemer area seems interesting enough but you'll get warned for using the jump pads and no one can get you out in the area, unless the Raptor is involved or use the Translocator (dodging quite work well but tried), might get taming for some servers; going that area with carrying an enemy flag is not good I suppose. Anything else, this map is fun and the bots are slightly good but average.
http://www.unrealplayground.com/foru...o=file&id=7946
Notice: Mediafire and Megaupload download links at the first post are dead, only Unreal Playground remains.
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jefe repliedOriginally posted by Darkemule View PostAww, disadvantages of being colorblind
I am ready to change the color of the SunLights but i need some 'guidelines' because for the reason mentioned above, i barely see any difference
I tried to change the LightHue of the SunLights to 160-170 (pure blue)
This is the new look, opinions?
Bright Sunlight
Light Brightness 120
Light Hue 130
Light Saturation 240
Shadow Sunlight
Light Brightness 35
Light Hue 170
Light Saturation 200
Change the ambient brightness on the zone info actor down to 10 or less. (Makes static meshes look overly bright otherwise.)
I used it more for "covering the empty space" rather than a signature although i put that in many of my maps. In this one there isnt enough space in the "easter egg" room, which i believe you didnt find yet. Good, this means it is well hidden
Thanks a lot for the detailed feedback, i'll make a SE version with your suggestions
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Turbo K repliedI'm fairly decent at dodge/wall jumping and the redeemer room is too far away to jump back with the flag unless you use a translocator or shield gun.
Other than that, the map looks good. It might be better if there was a smaller vehicle or two because the roads are also small.
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Darkemule repliedOriginally posted by meowcat View PostNice map. I've got a few recommendations and a question:
1. How do I get back from the redeemer location the main catwalks after being launched up there?
I know that not everybody might be able to do so. Not sure if it os possible with a wall-dodge too.
Originally posted by meowcat View Post2. I think you might be able to find a more suitable roof texture either from the original Unreal or one of the free texture packs out there (The BernyBoy realistic texture pack is compilation of all types of textures including some roof shingle types which would look better than the stone).
Originally posted by meowcat View Post3. Adding a few defense points around the flags would be good for the bots, and maybe a couple of assault paths.
Originally posted by meowcat View Post4. I would love to see a little more Z-Height variation for the vehicle's route, maybe raise two of the towers up about 256uu so that the catwalks angle up a bit. As it is now the play area is a little too flat for my tastes.
I considered raising the wooden bridges a bit but i wasnt sure
Originally posted by meowcat View Post5. Although some people might hate this, I think it could be cool to add some "infantry only" paths on the floating islands themselves with JumpPads to launch players between them (maybe enlarge a few of the Islands and add some additional foliage. This could also help provide a little more z-axis variation as well.
Thanks for the feedback m8!
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meowcat repliedNice map. I've got a few recommendations and a question:
1. How do I get back from the redeemer location the main catwalks after being launched up there?
2. I think you might be able to find a more suitable roof texture either from the original Unreal or one of the free texture packs out there (The BernyBoy realistic texture pack is compilation of all types of textures including some roof shingle types which would look better than the stone).
3. Adding a few defense points around the flags would be good for the bots, and maybe a couple of assault paths.
4. I would love to see a little more Z-Height variation for the vehicle's route, maybe raise two of the towers up about 256uu so that the catwalks angle up a bit. As it is now the play area is a little too flat for my tastes.
5. Although some people might hate this, I think it could be cool to add some "infantry only" paths on the floating islands themselves with JumpPads to launch players between them (maybe enlarge a few of the Islands and add some additional foliage. This could also help provide a little more z-axis variation as well.
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Darkemule repliedOriginally posted by jefe View PostThe map looks pretty well constructed and I like the theme. But the sunlight doesn't match the skybox. It shouldn't be yellow at all, should be more blue. You have to be careful when the skybox is most of your scenery to get it just right.
I am ready to change the color of the SunLights but i need some 'guidelines' because for the reason mentioned above, i barely see any difference
I tried to change the LightHue of the SunLights to 160-170 (pure blue)
This is the new look, opinions?
Originally posted by jefe View PostThe team-colored torches on the exterior look bad - with bright sunlight, It makes no sense to have torches lit, and the light that they cast would be barely perceptible. Try placing something else for team colors.
Originally posted by jefe View PostAlso, just tbh, putting a large sign that says "Darkmule made this" is really not necessary and takes away from the immersion of the map. The sign doesn't fit the Nali theme. There are other ways to sign your map, and it's better that you make it an easter egg that requires some effort to find rather than being a 'feature' of the map.
Thanks a lot for the detailed feedback, i'll make a SE version with your suggestions
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100GPing100 repliedI've played this map online RPG 4EVAR!!!
Ye, it was a RPG server. I did enjoyed the map, think the map is pretty good
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jefe repliedThe map looks pretty well constructed and I like the theme. But the sunlight doesn't match the skybox. It shouldn't be yellow at all, should be more blue. You have to be careful when the skybox is most of your scenery to get it just right.
There are some chandelier like structures in some of the buildings, these would look better as proper light sources with coronas. It looks like you placed a light actor just above them, when the lights should be coming from the perimeter of the structure. This caused some odd shadows. Instead the actual light sources are several lights all around the chandelier which would make it cast multiple shadows in real life, with the net effect of the shadows being very diffuse and essentially canceled out. The best way to achieve this in UT2004 is to set the chandelier structure to not cast shadows at all, and to place a couple of smaller light actors around the chandelier and a large radius light at the center of the chandelier.
The team-colored torches on the exterior look bad - with bright sunlight, It makes no sense to have torches lit, and the light that they cast would be barely perceptible. Try placing something else for team colors. Also, just tbh, putting a large sign that says "Darkmule made this" is really not necessary and takes away from the immersion of the map. The sign doesn't fit the Nali theme. There are other ways to sign your map, and it's better that you make it an easter egg that requires some effort to find rather than being a 'feature' of the map.
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Darkemule started a topic VCTF-Fortress [Pics][DL][Final]VCTF-Fortress [Pics][DL][Final]
Name: VCTF-Fortress
Version: Final
Compatibility: UT2004
Description:
After the skaarj invaded the Nali Castle, some of the most influential people from the ruling lineage felt the need to relocate to a safer place. They built a fortress above the reservoir of a lake, hidden between high mountains, and kept it in a state of levitation thanks to an unknown magnetic field. With the passage of time, the strenght of the magnetic field decreased and gradually the structure began to collapse, with parts falling down into the lake. Every now and then, another section of the structure gives way and collapses into the lake below and thus the fortress is reduced in size year by year. But don't worry about it though; with the life expectancy of combatants in the Tournament, you will have more pressing concerns to worry about.
Comments: Among all the maps made by me this is the one i like most, it is also my most successful one (on my server), hope you'll like it too.
Known Problems: None
Screenshots (in JPG):
[SHOT]http://www.unrealplayground.com/forums/downloads/screenshot_Lwx.jpg[/SHOT]
[SHOT]http://www.unrealplayground.com/forums/downloads/screenshot2_FQ9.jpg[/SHOT]
[SHOT]http://www.unrealplayground.com/forums/downloads/screenshot3_16P.jpg[/SHOT]
Credits:
Angel Mapper for the permission to use some of the StaticMeshes from CTF-CannonFodder
Hazel.H for the skybox
Patrick "pd" Dinklage for the custom jumpads.
Everybody who contributed the construction of this map by providing feedback.
Download:
http://www.unrealplayground.com/foru...o=file&id=7946
http://www.mediafire.com/?vvzup12w0lwf1fh
http://www.megaupload.com/?d=0UE3XV0B
'njoyTags: None
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