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DM-Steelgarden [Beta 3] [Pics]

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    DM-Steelgarden [Beta 3] [Pics]

    Name: DM-SteelGarden
    Version: Beta 3
    Compatibility: tested on patch 1.3

    Description: The Liandri Mining Corporation, as always seeking the most efficient weapons, built this steel works, hoping to improve the armoring of their vehicles.
    However, the profitable commercial contracts didn't allowed it, and the Liandri gave up its own research to make its military forces adopt systematically the Axon vehicles, making the new facilities out-of-date.

    This dark cave wasn't forgotten, though, since the Tournament's organizers decided to convert it cheaply.


    Comments: First map on Unreal Engine 3. I have used a lot of custom content, only decorative meshes and some textures are from the game itself.

    A PS3 version is planned, as soon as I get it properly cooked. Since I have no PS3 its difficult to test it, but I'll release it.

    This is a beta version, some bugs may occur, even if I have tested it. Please report any bug

    Screenshots:

    [screenshot]http://gwenhael.fr/maps/dm-steelgarden/screenshots/1.jpg[/screenshot]

    [screenshot]http://gwenhael.fr/maps/dm-steelgarden/screenshots/2.jpg[/screenshot]

    [screenshot]http://gwenhael.fr/maps/dm-steelgarden/screenshots/4.jpg[/screenshot]

    [screenshot]http://gwenhael.fr/maps/dm-steelgarden/screenshots/6.jpg[/screenshot]



    Credits:
    • Epic Games for the tools and documentation
    • The Blender team for their fantastic software, and Katsbit for the help with Blender exporting
    • Some people for their help and advices, especially: Skacky, Sh4rk, SEBASTIEN-NOVA, my little sister (dont ask me why)
    • All tutorials writers, Hourences, DGUnreal, and such fine people
    • All people that spend time helping on forums to get things working

    Homepage: http://gwenhael.fr/index.php?view--dm-steelgarden
    Download: [PC] http://gwenhael.fr/index.php?launch--dm-steelgarden
    Download: [PS3] http://gwenhael.fr/maps/DM-SteelGarden-b3-PS3.zip


    Thanks for any comment, suggestion, etc.
    Have fun.

    #2
    look good download now

    Comment


      #3
      I D/L it right now and take a look...

      Comment


        #4
        hi
        the bot have some problem with the rocket room and get the rocket
        the bot pick up the rocket and the he fall in the lava

        Comment


          #5
          Originally posted by coolcat22 View Post
          the bot have some problem with the rocket room and get the rocket
          the bot pick up the rocket and the he fall in the lava
          Yes, I just notice that too, probably your kill volume is to much tall or try to put some pathnodes all around the limit of the rounded platform of the rocket so the bots can jump more easily.

          Others suggestions,

          -reduce the bloom, a bit too much IMO.

          -Would be cool to die after cross the lava instead of die up to it.

          -And I don't no why, maybe the build itsef, but I don't really have the feeling to be on a "real place", I mean the building repartition is maybe a bit aleatory or something like that, try to give more "logic" or consistence to your build, don't sure to be clear lol

          The meshing and texturing work are really good !
          The layout is not bad too.

          Think this map have huge potentiel, need a bit more work, but definitivly, I like the style of this one, unique

          Comment


            #6
            wow, interesting replies!

            The "real place" problem was also noticed by other people (not here), so I'll work on this. Suggestion were things like adding logos, blocked escape routes, and so long, to make it more credible.
            I am currently adding an elevator to the outside.

            On the "lava killz" point: are you speaking of the lava sea, the one in the tunnels or the central point with the rocket launcher? I think its the one in the tunnel beacause this one isnt very well done

            Bots pathing is being corrected :P
            Adding path nodes over lava was definetely a mistake.

            Thank you for feedback, I was looking for such help!

            Comment


              #7
              Did some matches,

              First, I LOVE your custom content, very well done

              Second, I have some things to suggest. From the pic :

              [screenshot]http://img88.imageshack.us/img88/2712/45655324os3.jpg[/screenshot]

              blue arrow : I was able to go very high, you need to lower your blocking volume or finish the building roof.

              green arrow : This is only 1 sample but check your lamps on the terrain, some aren't aligned properly with the terrain.

              purple arrow : The tree there is supposed to be dead as the other one on the other side ?

              yellow arrow : The meshes fit but the material not. Your custom content is looking very futuristic, very clean & stylish. I suggest you apply a more proper material or change the mesh, it look very odd at this moment.

              extended blue platform : I do love the adrenalin it provide mixing the Dual Enforcer & the Bezerk, still, placing a powerup so close to a weapon is imo not appropriate. More, there is no sound when you take out the weapon. What I suggest is to extend your platform and put the powerup there at the edge so it make it more risky to collect. Place 2 - 4 Dual Enforcer near the weapon so it will fake the absent pickup sound with something appropriate.

              Third, as others as point out, the lava kill inside the building is very annoying.

              Regarding items placement

              I found it odd to put the rocket launcher in the building. It would be more appropriate for a powerup. It would be nice to have another opened level at the same height of the higher level in the building and put something nice there.

              It would be nice to have more armor & there is plenty of spots to place them.

              Another thing

              Between the walkway & the crates (at the right of the pic) I got stuck. Just putting a blocking volume to smooth that space would be ok.

              Visually a **** nice one & a very good start

              Comment


                #8
                Originally posted by stevelois View Post
                I found it odd to put the rocket launcher in the building. It would be more appropriate for a powerup.
                Why?
                It's usual to put the RL on a central place, with multiple access, it's a kind of placement totally on the "rules"

                Comment


                  #9
                  Originally posted by Gwen-Haël View Post
                  are you speaking of the lava sea, the one in the tunnels or the central point with the rocket launcher? I think its the one in the tunnel beacause this one isnt very well done
                  I was spoken about the fact that if we fall down uppon the lava, we cannot pass trough it, on the exterior side, we die very early before, it's a bit strange no ??
                  Will be cool to die when we are inside the lava, more realistic

                  Comment


                    #10
                    @stevelois

                    Thank you for all advises. Some bugs are already corrected

                    About the rocket launcher thing: I tend to think it is well placed (except the bot problem). It's a weapon of massive killing, so in the central point of the map this weapon adds lot of fun IMO. A powerup would be good too, but the problem of powerups is that 90% of the time it would be "discharged" so players would take the risk of coming without retribution.


                    Regarding the Berserk/Enforcer:
                    A possible idea would be to put the DE on your new plateform and keep the Berserk where he is to avoid mixing the two.
                    Ive done that, adding ammo under the enforcer so theres a pickup sound. Thats better now indeed.


                    About lava:
                    I'll make a difference between the central lava spot under the rockets, and the lava outside in the cavern. While you could get out the first one (I am working on replacing the killz with a damage volume), the second is way under the normal level and you cannot get out. I find it more in the spirit of the thing (DONOT JUMP IN LAVA (must think to add this on a sign )) to make the player immediatly die.


                    Regarding the meshes not in the right visual style, I have replaced them with some kickass Liandri machines, and thats way batter now.

                    Comment


                      #11
                      Okay, now the Beta 2. I've corrected most bugs noticed here, some others I found on the way (HOMs etc), and changed some things.

                      Changelog:
                      • Added a broken elevator (fake exit) and some signs on walls
                      • Added some healthpacks on the level
                      • Added a lot of blocking volumes to prevent players from getting stucked
                      • Set a lesser bloom
                      • Changed Dual Enforcers location
                      • Changed several decorative meshes
                      • Central lava spot dont kill immediatly


                      Sadly, the "suicidal bots" issue isn't fully corrected (they just die less often but still run into lava), I started a thread on this. The map is playable though. I wouldnt like to just put a grate on the lava...


                      Furthermore, I am working on the PS3 cook to make the map available for everyone.

                      Comment


                        #12
                        downloading now feedback later

                        Comment


                          #13
                          Originally posted by SEBASTIEN-NOVA View Post
                          Why?
                          It's usual to put the RL on a central place, with multiple access, it's a kind of placement totally on the "rules"
                          I know but the building is right in the center of the map & all others weapons are spread all over that building. That's why it seem out of place for me.

                          Since you mention "the rules", it is more appropriate to put the RL in a wide open area & the Flak in a more closed area which in this map is the contrary.

                          By using some mutator, only thing I need to do is take the RL, stay in the building on the higer level & shoot down, which ruin completely the gameplay.

                          Anyway, let see what the next version as to offer

                          Comment


                            #14
                            Originally posted by Gwen-Haël View Post
                            Sadly, the "suicidal bots" issue isn't fully corrected (they just die less often but still run into lava), I started a thread on this. The map is playable though. I wouldnt like to just put a grate on the lava...
                            Can you put a sceenshot in the editor so I can see how you have placed your pathnodes on this place (can you make the shot with the passing link showed)

                            Comment


                              #15
                              Originally posted by stevelois View Post
                              Since you mention "the rules", it is more appropriate to put the RL in a wide open area & the Flak in a more closed area which in this map is the contrary.
                              I would say that "rules" is not frozen, there are multiple standards ways of item placement, and put the RL on a central place is one of it, for me at least !
                              And it can be a chalenge and a tactical play to try to keep the RL position, It's one of my tactical style when I want obtain some kill archievement, fo example, when I'm angered of my sad day lol

                              but we don't overpost here, we can continue this interesting discution over here if you want

                              Comment

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