Name: DM-Dawn
Version: Beta
Compatibility:V2.1 + Titan Expansion
Description: Dawn strikes over an abandoned city block where power was recently restored, where careful timing brings powerful rewards.
Concept: I wanted a visually pleasing rooftop level with an organic look, and I think it came out fairly close to how I envisioned it.
Comments: My first UT3 map!
Credits: Thanks Epic for the assets! Design/Layout is all me. Props to Odedge for his feedback.
Homepage: None yet.
Download: Filefront: http://www.filefront.com/15733941/DM-Dawn.zip/
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/Dawn.jpg[/screenshot]
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/Dawn3.jpg[/screenshot]
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/mymap19.jpg[/screenshot]
What I would like to get out of this beta test is advice on weapon/pickup locations as well as bot pathing. There are still several things with
the map that I am polishing up, such as the invisible walls as well as some visuals and collision snags as well. I think the way I did BSP is frowned
upon, so I may go back and replace a lot of it. Admittedly, there was not a lot of planning that went into this map, and is more of a visual level
than a balanced one I believe, and that is something that I am taking into account in the future. So to reiterate, I would love advice on pickups
to help make my map a more fun/balanced experiece, and I am working on polishing up everything else while this beta is in effect!
Since this is my first map, throw as much constructive criticism at me as possible. What I did right, what I did wrong, as well as advice for future
level design. I should note that I have a beast PC and I have no performance problems, so I would like some feedback there as well.
Also, adding the screenshot's and using packages are still a little foreign to me, so I apologize if it doesn't work for anyone and would appreciate help there as well. It works on my PC though! If there is anything wrong with the format of this post, I apologize as it is my first.
Map is currently being optimized and revisions are being made.
Changes made since Beta:
Drastically reduced the number of BSP from 1103 to 346.
Reduced number of meshes that cast shadows where these shadows could not be seen.
Reduced the amount of visible terrain that was being rendered that the player could not see significantly.
Applied Unlit material to BSP surfaces that could not be seen by the player.
Decreased the speed of the train, as well as added a little bit of extra time between runs.
Fixed spawn points so that the face in the correct direction.
Added the correct type of Biorifle ammo.
Still to come:
Retouch of visuals that don't make sense or are in the wrong spot.
Adding a slight amount of visuals to the outside of the map to make it more realistic
Experimenting with heightfog and post processing volumes to give the map more depth.
Note: File updated!
Be sure to check out my other map, CTF-Archive (linked below).
Version: Beta
Compatibility:V2.1 + Titan Expansion
Description: Dawn strikes over an abandoned city block where power was recently restored, where careful timing brings powerful rewards.
Concept: I wanted a visually pleasing rooftop level with an organic look, and I think it came out fairly close to how I envisioned it.
Comments: My first UT3 map!
Credits: Thanks Epic for the assets! Design/Layout is all me. Props to Odedge for his feedback.
Homepage: None yet.
Download: Filefront: http://www.filefront.com/15733941/DM-Dawn.zip/
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/Dawn.jpg[/screenshot]
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/Dawn3.jpg[/screenshot]
[screenshot]http://i226.photobucket.com/albums/dd213/oddman08/mymap19.jpg[/screenshot]
What I would like to get out of this beta test is advice on weapon/pickup locations as well as bot pathing. There are still several things with
the map that I am polishing up, such as the invisible walls as well as some visuals and collision snags as well. I think the way I did BSP is frowned
upon, so I may go back and replace a lot of it. Admittedly, there was not a lot of planning that went into this map, and is more of a visual level
than a balanced one I believe, and that is something that I am taking into account in the future. So to reiterate, I would love advice on pickups
to help make my map a more fun/balanced experiece, and I am working on polishing up everything else while this beta is in effect!
Since this is my first map, throw as much constructive criticism at me as possible. What I did right, what I did wrong, as well as advice for future
level design. I should note that I have a beast PC and I have no performance problems, so I would like some feedback there as well.
Also, adding the screenshot's and using packages are still a little foreign to me, so I apologize if it doesn't work for anyone and would appreciate help there as well. It works on my PC though! If there is anything wrong with the format of this post, I apologize as it is my first.
Map is currently being optimized and revisions are being made.
Changes made since Beta:
Drastically reduced the number of BSP from 1103 to 346.
Reduced number of meshes that cast shadows where these shadows could not be seen.
Reduced the amount of visible terrain that was being rendered that the player could not see significantly.
Applied Unlit material to BSP surfaces that could not be seen by the player.
Decreased the speed of the train, as well as added a little bit of extra time between runs.
Fixed spawn points so that the face in the correct direction.
Added the correct type of Biorifle ammo.
Still to come:
Retouch of visuals that don't make sense or are in the wrong spot.
Adding a slight amount of visuals to the outside of the map to make it more realistic
Experimenting with heightfog and post processing volumes to give the map more depth.
Note: File updated!
Be sure to check out my other map, CTF-Archive (linked below).
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