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    WAR-Araja][, Final Version Released!

    Name: WAR-Araja2
    Version: Final 1.0

    FINAL VERSION RELEASED

    Head to the final release thread!!
    http://utforums.epicgames.com/showth...7#post26397307



    BETA 3, outdated
    [Download removed]

    Compatibility: PC, PS3 version will (maybe) follow. You will need the latest patch and the Titan Pack to play this. There is no way to play the map without them.
    Description: this is a remake of my napali themed map for UT2004, ONS-Araja.

    This version is mainly intended as a fix for the server issues experienced with the previous beta and to show the reworked visuals. This will be (I hope ) the last beta before final release, planned before the Make Something Unreal Contest deadline.

    Changes:
    • fixed problems with servers and external music package, thanks Zeus.T32 (titanonslaught) and GOW_PacerX (ut3gow)
    • fixed bug with blue crystal strike, thanks Arfa (utforums)
    • fixed duplicated orb spawner, thanks RennyManJr (exiles of unrealed)
    • added turret rail supports
    • added core destruction sequence
    • started adding more detail to the core destruction sequence (right now only for the blue core)
    • reworked theme for greatly enhanced atmosphere and visuals
    • final textures and models have been added for: monk statue, serpent head statue, torch, bridge (texture still needs some work), columns and some other
    • added lot of eye candy: new emitters, meshes, projector (only visible when map is played at maximum detail)
    • fixed some problems with node turrets
    • enhanced performances
    • added more sounds from Unreal
    • ...a bunch of various other fixes and improvements


    http://www.minifloppy.it/maps/araja2...ta3-shot01.jpg
    http://www.minifloppy.it/maps/araja2...ta3-shot02.jpg
    http://www.minifloppy.it/maps/araja2...ta3-shot03.jpg
    http://www.minifloppy.it/maps/araja2...ta3-shot04.jpg

    Special features: when the enemy team owns one (or both) your primary nodes you can trigger a "crystal strike" to destroy the primary nodes and have one more chance to win the match. Just go to the big statue in your base, push the button and enjoy the animation.

    Credits: me (level design, textures, static meshes), MrFerroni (some concept art, music, help and support). See included readme for full list.

    Known bugs/TODO list:
    - nali hut
    - finish bridge texture and normal
    - finish the canyon
    - tweak core explosion sequence a little more
    - add minimap
    - add map selection menu screenshot


    BETA 2, outdated

    [Download removed]

    Changes:
    Map has changed a lot from the first beta version I released some months ago.
    • A LOT of vegetation/meshes/various details have been added.
    • The layout has been tweaked a little and the map now has a Stealth Bender at the prime node.
    • This version features a preview version of the music track by MrFerroni. Right know only Intro and Ambient tracks are included, so it can get a little repetitive after some time.
    • Added a new node layout called Classic, which has orb spawners only in the bases to mimic UT2004 gameplay. I plan to add at least another node layout in the final version.
    • Added some sounds from the original Unreal


    Screenshots:
    http://www.minifloppy.it/maps/araja2/old/shot06.jpg
    http://www.minifloppy.it/maps/araja2/old/shot07.jpg
    http://www.minifloppy.it/maps/araja2/old/shot08.jpg

    And just to make a comparison with the ut2004 version...

    http://www.minifloppy.it/maps/araja2/old/shot01.jpg
    http://www.minifloppy.it/maps/araja2/old/shot02.jpg
    http://www.minifloppy.it/maps/araja2/old/shot03.jpg
    http://www.minifloppy.it/maps/araja2/old/shot04.jpg
    http://www.minifloppy.it/maps/araja2/old/shot05.jpg

    BETA 1, outdated

    Name: WAR-Araja2
    Version: Beta 1
    Compatibility: PC, PS3 version will (maybe) follow
    Description: this is a remake of my napali themed map for UT2004, ONS-Araja.
    Download: removed
    Notes:
    This is my first map for UT3 so be kind .
    The map comes with full bot support but little eye candy. I added some decorations near the bases just to test the look I want to achieve and to give you an idea of what this map will look like.

    At this time I would especially like comments on weapons and vehicles. As of now they are the same as the UT2004 version.

    To stay true to the original, I decided to maintain the node layout of the UT2004 version. I've only added an Avalanche-style kismet sequence: when the opposing team owns your primary nodes, you can use a shaped charge to destroy the big tarydium crystal in your base and reset the primary nodes.

    If you don't like this layout or come up with a better idea for a kismet sequence, please let me know.

    The final version will feature a custom music track by MrFerroni.

    #2
    I liked this map in 2k4, glad to see it back. I think the 2k4 vehicle/weapon layout was fine, no need to cheese it up. I also liked the node link in 2k4...

    Comment


      #3
      Originally posted by Sanch3z View Post
      I liked this map in 2k4, glad to see it back. I think the 2k4 vehicle/weapon layout was fine, no need to cheese it up. I also liked the node link in 2k4...
      Thank you Sanch3z

      I made only one change in the vehicle setup by replacing the Raptor in the bases with a Cicada.

      Comment


        #4
        Nice map bro!!! I remember way back when getting my a$$ kicked in this map in 2k4. Would you mind if I put this up on our server and website?

        Comment


          #5
          Originally posted by GOW_Nootsac View Post
          Nice map bro!!! I remember way back when getting my a$$ kicked in this map in 2k4. Would you mind if I put this up on our server and website?
          I'd really appreciate it!

          I wanted to ask for some advice on the UT3GOW forum, but haven't had the time to register and create the thread.

          Comment


            #6
            I already beat u too it. here's the link to the thread www.ut3gow.com/Araja2

            Comment


              #7
              I wont go into all of the things I found in your map that need work such as water planes not meeting the terrain since I'm sure you know about stuff like that, unless you want me to? My only suggestion so far is about the orb spawners and that you only place them at the cores. Having the orb in your map is cool but I think having orb spawners anywhere else but at the cores takes away from the core gameplay you had for the map in 2k4 and puts too much emphasis on the orb.

              This is going to be a worthy addition to the map pool thanks

              If you have another beta ready by March 28th I think we would use this map in our upcoming custom map party: http://utforums.epicgames.com/showthread.php?t=662471

              Comment


                #8
                Originally posted by GOW_Nootsac View Post
                I already beat u too it. here's the link to the thread www.ut3gow.com/Araja2
                nice!

                Originally posted by Sanch3z View Post
                I wont go into all of the things I found in your map that need work such as water planes not meeting the terrain since I'm sure you know about stuff like that, unless you want me to? My only suggestion so far is about the orb spawners and that you only place them at the cores. Having the orb in your map is cool but I think having orb spawners anywhere else but at the cores takes away from the core gameplay you had for the map in 2k4 and puts too much emphasis on the orb.

                This is going to be a worthy addition to the map pool thanks
                Yeah, there are still a lot of things to do but please wait beta 2 to comment on the graphic!

                Speaking of the orb, I like the twist it provides to the gameplay so I think I'm going to create a new node layout (maybe called 'Classic') with orb spawners only in the bases. That way you can choose to play the original or the new one. Don't know if it's possible to disable the spawners though, I first have to check.


                Originally posted by Sanch3z View Post
                If you have another beta ready by March 28th I think we would use this map in our upcoming custom map party: http://utforums.epicgames.com/showthread.php?t=662471
                Cool! I'll try to have a new beta out by that date, but I'm not sure.

                Thank you for your feedback

                Comment


                  #9
                  Originally posted by minifloppy View Post
                  nice!



                  Don't know if it's possible to disable the spawners though, I first have to check.

                  It is possible to remove the orb/ orb spawners from any map that you want to. That way you wont have to go back in there and manually do it. GOW_Pacerx has figured it out and all the maps on our servers have the orb or no orb versions you can pick from. Ill see if I can get him over here or ask him how he did that.

                  Comment


                    #10
                    Noot, what he meant is disabling only certain orb spawners so there can be different node link setups with orb spawners at different locations

                    You can disable nodes like that so I dont see why you couldnt do that with orb spawners but havent tried it.

                    Comment


                      #11
                      I've done it. It was in fact really simple, there is a list of actors to enable/disable in the link setup properties.

                      Thanks for your help

                      Comment


                        #12
                        Beta 2 has been released.

                        Head to the first post for download/changelog/screenshots!!

                        Comment


                          #13
                          nice looking map, lots of green (makes a change from brown lol)

                          i think the "Avalanche" sequence is bugged for the blue team base. I pressed the button on the statue, but the prime nodes stayed under red control. Then about 5 minutes later they suddenly changed to blue control
                          It works fine for the red team base though.

                          The only other issue i noticed is that the little "huts" that are spread out around the level don't have any textures on them. They just have the default (light grey/dark grey) texture which looks a bit odd in the jungle environment

                          Comment


                            #14
                            Thank you for trying the map, glad you liked it.

                            Well honestly I never really liked the gears-like look of UT3 where all the things have really washed out colors, so I tried to build a colorful environment.

                            I have fixed the error with the blue Crystal Strike (the only name I could think of instead of "the kismet sequence that does the same job of Avalanche one"... suggestions are welcome ).
                            It seems that while I can change the node status to "built" directly for the red team I can't do the same for the blue team: I had to return the node to neutral status and then assign it to the blue team.. Maybe a kismet error?

                            As for the huts, I have to redo them completely. Those ones are from the UT2004 version of the map and are there only as placeholders.
                            Btw I still have to redo a lot of meshes, here's a work in progress of the bridge (untextured):

                            [screenshot]http://www.minifloppy.it/maps/araja2/new_woodbridge.jpg[/screenshot]

                            Comment


                              #15
                              Beta 3 released!!

                              Head to the first post for download/changelog/screenshots!!

                              Hope to get some more feedback before final release.

                              Comment

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