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    VCTF-ImpactWreckage

    Name: VCTF-ImpactWreckage
    Version: 1.3 Beta
    Compatibility: PC
    Description: An escort mission gone bad. Axon supply has been attacked and shot down by the Necris. Both factions are at arms to recover a highly important shipment, containing a anti Gravitational Time Rift Reactor prototype, from the downed cargo ship. This recovery will give a definite advantage to the recovering faction in the war for battle ground supremacy.

    Comments:
    This is my first map.
    The map is very loosley based from the Nyleve Falls Level of the Original Unreal. For me, this marked the first look in to how the Unreal Universe would be formed and was quite fun and memorable

    New Screenshot:






    Screen 1
    Screen 2
    Screen 3
    Screen 4


    Credits: Epic
    Homepage:
    Download: http://files.filefront.com/13703276

    Known Issues:
    Optimizations (Any tips are welcome)

    Custom Content:
    A few textures.
    I've taken down IWSE (Custom Music) until there's a final version for the map, saves extra cooking and uploading.

    Hope you like it

    Fixed in this Version 1.3
    It became somewhat evident that I released the first beta a week or 2 early so there are many changes in this version
    Game Play changes/fixes
    -Fix all rogue collisions and built blockers to smooth overall gameplay
    -Replaced Palidan with Goliath
    -Built geometry to accomodate collisons on base retainer wall corners
    -added more vehicle cover along paths, trees etc..
    Scenic changes/fixes
    -Took down prop doors I'd left under the ship, doe , and replaced with better door/teleport
    -Added Height fog
    -Added Cull volume
    -Much improved collision on grounded ship to walk/drive over
    -Added dark haze too the somewhat fake looking background and sky ceiling
    -Added geometry for the presumed landing sight for ship outside world for visuals
    -Reworked lighting, hopefully abit more organic

    #2
    I've posted new files for the map
    Fixed : grass having collision, doe
    Added several blocking volumes for smoother play,
    Removed/replaced a couple lone meshes
    I was hoping some of you could give it a try and give me some feedback?

    Comment


      #3
      It looks like there are external packages required....UN_Terrain2.upk which is a stock package. Did you modify the package on accident?

      Comment


        #4
        thanks sniper
        man that suxors sorry, I may have, when I do a full cook with the front end it adds the environments folder with it in it, but deletes my other maps, I've been gimpy about that, so I wasnt sure about what was happening, noob mapper ya know, but when I cook from editor it doesnt create the folder. hmm What should I do sniper, let the front end create the folder and add to the package, or is it that I have altered the original and need to replace it with a new one?
        thanks again

        Comment


          #5
          You can open the duplicate package and see what is in it.

          You may have to redo the terrain and when you create the terrain material, make sure you save them in the package named after the map.

          Comment


            #6
            ****!! I almost always go for the large, intricate, vehicle maps, be they WAR, VCTF, or VDM. This caught my attention, and I have to say I think this is the best user-made map I've seen for UT3, and possibly UT2k4 as well. About the only things I've noticed are some collision issues, some of which may not really matter. I looked at those pipes running along the canyon's edge, and thought maybe you could get in or on them. I know now you can't get in, so I tried to jump up to get on. That worked fine, jumping from the place where the darkwalker spawns, but when I got over the terrain to jump down on the pipe, I got stuck in a crevace. If you don't plan for the pipe to be accessible, then you need some blocking volumes. If you do, you need to tweak the terrain, or throw in some volumes so you can't get stuck. The other collision issues were on top of the crashed ship, and were more for appearance's sake. Some of the uppermost parts of the vessel can be walked right through. Again, that's really just an appearance thing.

            On a completely separate note, I was glad to see some rocket turrets, and I was wondering if you might consider putting some running along the tops of the pipes. That would give defenders a wider field of fire to defend with, since there are so many ways of getting in between the bases.

            Final note, I saw the earth in the background, and it looked pretty fake. I think if you darkened it so that the oceans appeared to be a deeper blue it would look more realistic. Again, that's just a matter of appearance.

            I'm not sure I followed what the issues were the other fellow mentioned, but I had no problems launching the map.

            Again, AMAZING work. I think Epic should hire you to help work on maps for the next UT. You seem to know a lot more about creating an involved map than they do.

            I didn't manage to completely canvass the whole map, so quick question: do you have any flying vehicles on the map?

            Comment


              #7
              You can open the duplicate package and see what is in it.

              You may have to redo the terrain and when you create the terrain material, make sure you save them in the package named after the map.
              1337 Sniper thanks again for the headsup, I did find there were 3 terrain textures that I had redirected to the other package, I created new textures to replace them that actually point to the package itself now, The cool part is it made the map run better as well, sweet!


              ****!! I almost always go for the large, intricate, vehicle maps, be they WAR, VCTF, or VDM. This caught my attention, and I have to say I think this is the best user-made map I've seen for UT3, and possibly UT2k4 as well. About the only things I've noticed are some collision issues, some of which may not really matter. I looked at those pipes running along the canyon's edge, and thought maybe you could get in or on them. I know now you can't get in, so I tried to jump up to get on. That worked fine, jumping from the place where the darkwalker spawns, but when I got over the terrain to jump down on the pipe, I got stuck in a crevace. If you don't plan for the pipe to be accessible, then you need some blocking volumes. If you do, you need to tweak the terrain, or throw in some volumes so you can't get stuck. The other collision issues were on top of the crashed ship, and were more for appearance's sake. Some of the uppermost parts of the vessel can be walked right through. Again, that's really just an appearance thing.

              On a completely separate note, I was glad to see some rocket turrets, and I was wondering if you might consider putting some running along the tops of the pipes. That would give defenders a wider field of fire to defend with, since there are so many ways of getting in between the bases.

              Final note, I saw the earth in the background, and it looked pretty fake. I think if you darkened it so that the oceans appeared to be a deeper blue it would look more realistic. Again, that's just a matter of appearance.

              I'm not sure I followed what the issues were the other fellow mentioned, but I had no problems launching the map.

              Again, AMAZING work. I think Epic should hire you to help work on maps for the next UT. You seem to know a lot more about creating an involved map than they do.

              I didn't manage to completely canvass the whole map, so quick question: do you have any flying vehicles on the map?
              Maddog80 Thanks for the comments man. Im pretty sure I'd give up a jewel to be in the gaming industry, lol
              On the collisions, Im on it, should have them knocked out at next version

              On a completely separate note, I was glad to see some rocket turrets, and I was wondering if you might consider putting some running along the tops of the pipes. That would give defenders a wider field of fire to defend with, since there are so many ways of getting in between the bases.
              You know every since i put them pipes up its almost seemed irresistable not to be able to fly/run/walk down them and potentially to be able to span the wires to the bases. I've been trying to come up with a feasable way to get up there, but havent yet, definatly open to suggestions. I hadn't thought about turrets, (great Idea BTW) My only reservation is it seems hard for the bots to cap already, making it out of the base is rough for them as it seems, so if I up the defenses even more they may never cap. I still may give it a go though.

              Final note, I saw the earth in the background, and it looked pretty fake. I think if you darkened it so that the oceans appeared to be a deeper blue it would look more realistic. Again, that's just a matter of appearance.
              I agree, Definately, even as I play myself it seems abit uninspired in that, I'll work on it

              I didn't manage to completely canvass the whole map, so quick question: do you have any flying vehicles on the map?
              At the top of the bases, the door ways leading out to the side of the base should have a Raptor and a Fury at a fueling rig. Hopefully they are actually there,, ROFL!!
              Thanks again you guys, I sure appreciate the feedback

              Comment


                #8
                I've Updated the map with several changes for V1.3, (see above) I was wanting ask if any of you could give it a beta run? thanks

                Comment


                  #9
                  This looks good, but your download link is dead. Can anyone put up a mirror?

                  Comment


                    #10
                    Hi All
                    Sure Sorry bout the dead link and inactivity. I got pulled away to web work and a couple other projects. Its weird the files are gone from File Front, prolly should read terms of service , lol
                    I added several things to the map, new backdrop (between the mountains) and several other items for the scene. I have a kinda crappy computer so this latest really works my puter, (namely a directional light) while it looks cool, may need more puter than mine. So I have some honing to do for better frame rates. Here's a new link if interested.
                    have a good one
                    http://www.filefront.com/14587063/VC...ge_BETA13.zip/

                    Comment


                      #11
                      Thanks for the link the maps looks great.

                      Comment


                        #12
                        What about this the bot guarding the flag siting together lol

                        Comment

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