Game Modes Supported: DeathMatch, Team DeathMatch, Duel
Number of Players Supported: 8-24 (up to 36, with 36 player starts)
Newest Download: (FINAL RELEASE CANDIDATE 1) -> http://dodownload.filefront.com/9266...2bfcd2650b2146
Screenshots:
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00008.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00003.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00007.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004-1.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00014.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00012.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00000.jpg[/shot]
Old Files:
(BETA v1.2 w/ Collision Fix): http://dodownload.filefront.com/9246...2bfcd2650b2146
http://athena.zshare.net/download/25..._beta_v1.2.zip
Changes: Fixed Collisions vs. Grass Meshes. he map is now much more Sniper-friendly.
Download Beta v1.2 (Bad Collision on Grass): http://athena.zshare.net/download/25..._beta_v1.2.zip
Changes: Lighting Changed, again, Redeemer replaces spider mine, since that apparently won't work in DM anyway, more ammo tossed here and there, so less resorting to the Hammer-thing :P
Download Beta v1.1: http://dodownload.filefront.com/9241...2bfcd2650b2146
Changes: Lighting changed, more weapons, completed Bot pathing.
Download Beta v1.0: http://dodownload.filefront.com/9240...2bfcd2650b2146
Known Bugs/Issues:
-No Music yet
Any other problems/changes/suggestions, please post here.
Credits: Me, Epic, Nintendo and Rare (for the original layout, which translates really well into UT3)
Keep in mind, I've never mapped for UT 99/2k3/2k4/3 before and I am pretty happy with the outcome so far.
(Older Post
As of this moment, I have no screens, but I am about 75-80% finished with my first UT3 map...
So, you want the info h? Here it is.
I strongly recommend having 8-16 (maybe more!) players, as it's huge...
but, what is it?
Sorry, I'm running a build and the lightmaps are taking forever to encode, so I decided to make a premature post...
Okay, so for anyone who liked Goldeneye007 or Perfect Dark on the N64, I have completely re-built and somewhat re-designed the Temple map. The original layout is the same, though I think I scaled some rooms up a tad. The rooms are quite large, but the halls offer a really up-close and in-your-face combat experience that I miss from some of the older shooters, since so much in UT is about dodge-jumping....
Speaking of Dodge-jumping, the ramps make it really hard to dodge jump, so you have to keep a subconcious tab on where you are in relationship to them, or you may find yourself hopping into a rocket blast.
As I mentioned above, the layout is practically Identical as I used a rendered image of the map and actually measured the relative scales pixel by pixel... but, I added in a lot of cover, it is not just a huge rock-colored box. There's a lot of fun things you can do... and even a place for you snipers, but it does have a weak spot...
I've yet to add Bot support and more player starts, since the original map had only 12, and that seems like far too few on a map this size (not to mention UT3 Ed keeps reminding me that I need 16). But all the weapons are in place, and I have only 3 rooms left to add details, then on to optimizing... hoping to be done by tomorrow at the latest.
Also, hoping to have screens up by tonight, but no promises, as I have a dinner date tonight...
EDIT: Sorry for the further delay.
Before the last build, I tried toning down some lights, cuz everything was looking freakishly bright, the end result of that fiasco was a map that was too dark to navigate without enemies trying to gun you down... so I am doing another build to re-adjust the light before I add bot support.... Only 2 very short hallways and 2 very small rooms left to populate with detail meshes and I will have screens and a playable download...
Before I say much else, this won't be anywhere near finalized. For example, I haven't decided on music, haven't yet added reverb volumes (which it will need in at least 3 rooms), no map pic as of yet... basically all of the loose end fun stuff that makes a Final map a final map. This will just be a playable beta test to make sure the layout, bot paths, and item placement are okay....
I will say that I left a lot of item placements at the standard for this map (with the exception of a Stinger in the "Sandbox Room," which I am considering replacing with the Flak Cannon...). I just want to see if the default weapon spawn points for Perfect Dark/Goldeneye will work well in the faster-paced environment of UT3..
Without further ado, I will get to work so I can have a product out by tomorrow... *scampers off*
Number of Players Supported: 8-24 (up to 36, with 36 player starts)
Newest Download: (FINAL RELEASE CANDIDATE 1) -> http://dodownload.filefront.com/9266...2bfcd2650b2146
Screenshots:
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00008.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00003.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00007.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00004-1.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00014.jpg[/shot]
[shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00012.jpg[/shot][shot]http://i134.photobucket.com/albums/q117/hottingoth/ScreenShot00000.jpg[/shot]
Old Files:
(BETA v1.2 w/ Collision Fix): http://dodownload.filefront.com/9246...2bfcd2650b2146
http://athena.zshare.net/download/25..._beta_v1.2.zip
Changes: Fixed Collisions vs. Grass Meshes. he map is now much more Sniper-friendly.
Download Beta v1.2 (Bad Collision on Grass): http://athena.zshare.net/download/25..._beta_v1.2.zip
Changes: Lighting Changed, again, Redeemer replaces spider mine, since that apparently won't work in DM anyway, more ammo tossed here and there, so less resorting to the Hammer-thing :P
Download Beta v1.1: http://dodownload.filefront.com/9241...2bfcd2650b2146
Changes: Lighting changed, more weapons, completed Bot pathing.
Download Beta v1.0: http://dodownload.filefront.com/9240...2bfcd2650b2146
Known Bugs/Issues:
-No Music yet
Any other problems/changes/suggestions, please post here.

Credits: Me, Epic, Nintendo and Rare (for the original layout, which translates really well into UT3)
Keep in mind, I've never mapped for UT 99/2k3/2k4/3 before and I am pretty happy with the outcome so far.
(Older Post

As of this moment, I have no screens, but I am about 75-80% finished with my first UT3 map...
So, you want the info h? Here it is.
I strongly recommend having 8-16 (maybe more!) players, as it's huge...
but, what is it?
Sorry, I'm running a build and the lightmaps are taking forever to encode, so I decided to make a premature post...

Okay, so for anyone who liked Goldeneye007 or Perfect Dark on the N64, I have completely re-built and somewhat re-designed the Temple map. The original layout is the same, though I think I scaled some rooms up a tad. The rooms are quite large, but the halls offer a really up-close and in-your-face combat experience that I miss from some of the older shooters, since so much in UT is about dodge-jumping....
Speaking of Dodge-jumping, the ramps make it really hard to dodge jump, so you have to keep a subconcious tab on where you are in relationship to them, or you may find yourself hopping into a rocket blast.
As I mentioned above, the layout is practically Identical as I used a rendered image of the map and actually measured the relative scales pixel by pixel... but, I added in a lot of cover, it is not just a huge rock-colored box. There's a lot of fun things you can do... and even a place for you snipers, but it does have a weak spot...

I've yet to add Bot support and more player starts, since the original map had only 12, and that seems like far too few on a map this size (not to mention UT3 Ed keeps reminding me that I need 16). But all the weapons are in place, and I have only 3 rooms left to add details, then on to optimizing... hoping to be done by tomorrow at the latest.

Also, hoping to have screens up by tonight, but no promises, as I have a dinner date tonight...
EDIT: Sorry for the further delay.

Before I say much else, this won't be anywhere near finalized. For example, I haven't decided on music, haven't yet added reverb volumes (which it will need in at least 3 rooms), no map pic as of yet... basically all of the loose end fun stuff that makes a Final map a final map. This will just be a playable beta test to make sure the layout, bot paths, and item placement are okay....
I will say that I left a lot of item placements at the standard for this map (with the exception of a Stinger in the "Sandbox Room," which I am considering replacing with the Flak Cannon...). I just want to see if the default weapon spawn points for Perfect Dark/Goldeneye will work well in the faster-paced environment of UT3..
Without further ado, I will get to work so I can have a product out by tomorrow... *scampers off*
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