Announcement

Collapse
No announcement yet.

VCTF - Amalgam (Beta 3)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    VCTF - Amalgam (Beta 3)

    UPDATE: I'm fiddled with my sky box, added some light height fog and added a light-up billboard (what's a bloodsport without advertising?), and made the terrain into a lake. Also a few more aesthetic tweaks to my junk mountain. Will have new screen-shots up tomorrow. The download is now version 0.2
    UPDATE2 (Return of The Update): Worked with the pathing, now the AI is much less likely to jump off the edge and die. They also fly the furies correctly now. Fiddled with the weapons load out. The Avril has been replaced with the rocket launcher. Red team now starts with link gun, shock rifle and flak cannon. The blue team starts with the link gun, shock rifle and the bio-rifle. Add a teleporter down to the blue base. Made it so the drop from the stairs to the hanging house no longer does damage. Added the sniper rifle to the roof of the hanging house. I think this one's really close to done. The download is now version 0.3

    Name: Amalgam
    Version: Beta (0.1)
    Compatibility: PC+Titan Pack
    Description: The map is mostly structured vertically, a giant pile of junk floating in the air. To help compensate for their disadvantageous position on the bottom, the blue team has been given some flying machines to assist them.
    Comments: I started making this in the UDK before I found out that you can't make UT3 maps in the UDK. So I had to import it over and clean it up. This is my first real go at map making for any game and so far I like it. This is a great editor. My main focus for the beta testing is on playability (I'm still working on aesthetic touches) but any advice you can give would be much appreciated.
    Screenshot: [SHOT]http://www.lutherp.com/BellicoseTransfer/ScreenShot00001.bmp[/SHOT]
    Credits: Pretty much everything I learned came from Hourence and Waylon's tutorials, as well as skulking around the forums.
    Homepage: My homepage can be found at www.lutherp.com but I have nothing related to my map on there (yet)
    Download: http://www.lutherp.com/BellicoseTran...lgamBeta03.zip

    #2
    okay....not bad for coming from the UDK, but you definetely have to take more advantage of the huge amount of the different meshes of UT3.
    And you should use a water texture and make the skydome bigger. Also, postprocessing, heightfog and more lights would surely help the visuals ...
    the gameplay looks cool btw

    Comment


      #3
      Thanks for the advice Sp4der, I really appreciate it. I've made some changes to my map (as you can see from the new update text).

      Comment


        #4
        Hey everyone,
        Sorry for the double post. Here are some new screenshots.

        [SHOT]http://www.lutherp.com/BellicoseTransfer/ScreenShot00003.bmp[/SHOT]

        [SHOT]http://www.lutherp.com/BellicoseTransfer/ScreenShot00004.bmp[/SHOT]

        [SHOT]http://www.lutherp.com/BellicoseTransfer/ScreenShot00007.bmp[/SHOT]

        [SHOT]http://www.lutherp.com/BellicoseTransfer/ScreenShot00009.bmp[/SHOT]

        I have a water texture on the bottom there where you see the standard checkerboard pattern. It shows up as water in the editor but not in the published section. What am I doing wrong?

        As always any feedback is very much appreciated.

        Comment

        Working...
        X