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DM-Grinder-RE [PC for now, PS3 cook later]

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    DM-Grinder-RE [PC for now, PS3 cook later]

    Name: DM-Grinder

    Version: Beta (revised edition)

    Compatibility: UT3 patch 1.2 and 1.3

    Description: A remake of the classic UT map, Grinder

    Comments: This was on the "not yet done" DM remake list over at BU, so I thought I'd give it a whirl. Yes there is a BSP remake of this already but this is my version of it, UT3-ified.

    Screenshot:

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00000.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00001.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00002.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00003.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00004.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00005.jpg[/shot]

    [shot]http://i54.photobucket.com/albums/g96/Ionium/ScreenShot00006.jpg[/shot]


    Credits: Me, Myself and I
    Homepage: http://www.devmods.com
    Download for PC here:

    http://files.filefront.com/DM+Grinde.../fileinfo.html

    I hope I didn't forget anything before submitting this

    #2
    Good map, I'm torn between both versions, since each serve their purpose and style. But your quality hasn't decreased in the least lately.


    Keep up the good work.

    Comment


      #3
      Thanks alot I appreciate it

      Comment


        #4
        Ho yeah

        Looking by the screens, this remake starting to look as good as Conveyor

        Oups did not see the dwn link (must been blind lol).

        Comments later

        Comment


          #5
          your screenshots are studly, but will the game play be smooth. I'm about to find out.

          Comment


            #6
            You can count on it

            Comment


              #7
              Originally posted by Yongmonrathen View Post
              your screenshots are studly, but will the game play be smooth. I'm about to find out.

              It is absolutely smooth game play. One of the kings of deathmatch maps in my mind.

              Comment


                #8
                I don't want to sound harsh and even though I haven't given it a download yet, but it looks very "empty". Just looking at screenshots, it seems to be just structually complete rather than having the decorative meshes in place.

                Personally I believe that even though a map can be made in a few weeks, a masterpiece takes a few months, and I know this has only been a few weeks as I saw when you said you were going to start doing it. My advice is to go into aiming to cover all BSP with meshes and leaving the small amounts of BSP looking as though they are meshes (detailed and well merged). That will be what takes the time

                Comment


                  #9
                  Originally posted by Syphix View Post
                  I don't want to sound harsh and even though I haven't given it a download yet, but it looks very "empty". Just looking at screenshots, it seems to be just structually complete rather than having the decorative meshes in place.

                  Personally I believe that even though a map can be made in a few weeks, a masterpiece takes a few months, and I know this has only been a few weeks as I saw when you said you were going to start doing it. My advice is to go into aiming to cover all BSP with meshes and leaving the small amounts of BSP looking as though they are meshes (detailed and well merged). That will be what takes the time
                  I agree for the most part. The subtle touches are what is needed now. I stress the word subtle though as not to get that UT2003 over-meshed look

                  Comment


                    #10
                    Lookin at it again it could use some stuff. I changed out the wall neon lights to more rusty ones. What subtle touches, could it use? I need examples. And I did not want to clutter it with junk like in UT2004/3 and leave more room for fighting. But I could use some suggestions for filling up the rooms a bit in some places.

                    Comment


                      #11
                      please spend more time with blocking volumes, cause right now i can get stuck a lot.
                      the ceiling look flat, almost all of them, the light meshes need a little more "deco" to it, they just feel glued on there. And the red lava glow thing do no adds nice contrast.

                      and fix those god dammit credits already!

                      Comment


                        #12
                        Hey Bret,

                        I must say that this remake is very good for the first beta. You still improve on every map you make, bravo !

                        Still not 100% like the original but a Bret version do I like and could be another keeper for me when it reach final if you manage to push it a little bit more.

                        For now, it play already well, the FPS is really good & the bots are doing fine to. I was afraid that you used the ugly retail bricks to find out that you use the good looking one with a nice effect on them (like DM-Curse5.1)

                        I have suggestions, most cosmetics (marked with yellow lines) because the rest is OK for me.

                        Bots

                        There is 2 places that I would like to see added bots path for getting items.

                        1- If you can add bots path here to get the pads and there to get the RL (BTW, I love the lava and the last pic is the original) :

                        [screenshot]http://img292.imageshack.us/img292/6453/screenshot00003gw8.jpg[/screenshot] [screenshot]http://img142.imageshack.us/img142/265/screenshot000002da8.jpg[/screenshot] [screenshot]http://img155.imageshack.us/img155/6376/shot0000wf5.jpg[/screenshot]

                        Cosmetics

                        This area need some work on both side of the plateform. ATM, it look like just in the air :

                        [screenshot]http://img517.imageshack.us/img517/9265/screenshot00008dw3.jpg[/screenshot] [screenshot]http://img84.imageshack.us/img84/932/screenshot00007bs8.jpg[/screenshot]

                        Check that area in the room :

                        [screenshot]http://img45.imageshack.us/img45/2964/screenshot00000rh2.jpg[/screenshot]

                        I agree with others that the ceiling is very flat and that most of it is meshes with tiles. It look odd to me to see the way tiles are cut, it look unfinished. I think that you can remove and put some pipes or make it look much better than that :

                        [screenshot]http://img395.imageshack.us/img395/1841/screenshot00001of2.jpg[/screenshot]

                        There are some places where you can add some "joints" or something alike that would remove the effect of going through the structure :

                        [screenshot]http://img517.imageshack.us/img517/9382/screenshot00002sr1.jpg[/screenshot]

                        Some spots need a better lighting or something more suitable for the finishing look :

                        [screenshot]http://img164.imageshack.us/img164/3250/screenshot00004qf6.jpg[/screenshot] [screenshot]http://img166.imageshack.us/img166/3517/screenshot00009bt2.jpg[/screenshot]

                        Foliage is odd here, near the RL. It cut in half. It need more attention :

                        [screenshot]http://img395.imageshack.us/img395/2530/screenshot00005in2.jpg[/screenshot]

                        Maybe add some smoke or a small wind bellow the vent ?

                        [screenshot]http://img398.imageshack.us/img398/114/screenshot00006by3.jpg[/screenshot]

                        The Flak room is quite empty. Like the original 99, maybe adding 1 to 3 crates near the walls will be just enough. You can add 2-3 vials in the row to :

                        [screenshot]http://img172.imageshack.us/img172/2487/screenshot00010gs9.jpg[/screenshot]

                        Thx

                        Comment


                          #13
                          Roger that steve, I'll work on improvments.

                          Comment


                            #14
                            The main things I would say is have some more detail on the floors. If you can extend the walls out a bit more and then mesh out of them (gives it a more fuller look without taking away from the gaming space). Also the ceilings are a bit bland in places, such as in this picture posted by steve:

                            [screenshot]http://img164.imageshack.us/img164/3250/screenshot00004qf6.jpg[/screenshot]

                            Perhaps putting one of those V-linked beams over that area and lowering the radii of those pointlights (use spotlights aswell if you haven't) would make it look better.

                            Here is a tip: you are not limited to just one mesh for an area. The same meshes can be combined together to create something that looks completely different. Experiment and see what you can make. For example your grided platform need not just be that floor mesh, you could have some beams underneath it and some supporting beams. Perhaps even a guardrail. The trick is to make it look as realistic as possible but keep the gameplay in it, not an easy feat.

                            Comment


                              #15
                              Yeah I dunno, I'll try my best really, which isn't a whole lot.

                              Comment

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