Name:DM-Richter, Subdivided
DM-Richer_SP &
DM-Chiasma
Version:RC
Compatibility:Patch 2.1 (No Titan assets used)
Description: While dividing my map I draw on the analogy of meiosis where the diploid chromosomes are crossed over to generated diversity before being halved. The process's name is cross over or Chiasma.
DM-Richter_LP
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--- DM-Richter_SP (UDamage Side)
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--- DM-Chiasma (Berserk Side)
Comments: I've decided to fork the map into a smaller version in response to some comments. The SP (short play) version has the Berserk area deleted, DM-Chiasma is the Berserk area while the LP (long play) has both version with some teleporters included.
My First attempt at mapping.
Original thread I failed to consolidate
Change Log:
Youtube Video:
DM-Richter_B2
Screenshot: [DM-Chiasma_RC]
[screenshot]http://img690.imageshack.us/img690/9158/dmchiasma01.jpg[/screenshot][screenshot]http://img831.imageshack.us/img831/1179/dmchiasma03.jpg[/screenshot]
[screenshot]http://img828.imageshack.us/img828/2413/dmchiasma04.jpg[/screenshot][screenshot]http://img834.imageshack.us/img834/9729/dmchiasma06.jpg[/screenshot]
[screenshot]http://img688.imageshack.us/img688/5840/dmchiasma07.jpg[/screenshot][screenshot]http://img36.imageshack.us/img36/7196/dmchiasma09.jpg[/screenshot]
[screenshot]http://img826.imageshack.us/img826/45/dmchiasma10.jpg[/screenshot][screenshot]http://img214.imageshack.us/img214/9752/dmchiasma11.jpg[/screenshot]
[screenshot]http://img837.imageshack.us/img837/8237/dmchiasma12.jpg[/screenshot]
Credits:
[Beta Testers]
Bl!tz
Lex
Stevelois
Syphix
Taffy
Tipper
[Support]
coolcat22
Piranhi
###### Tutorials and knowledge ######
3D Buzz, Unreal Tournament 3 - 3D Buzz Video Tutorial Pack, Hourences TUTORIALS - INDEX, UDN, Stevelois Enforcer tut, Odedge awesome link resource, Ambershees scripting tutorials, Waylons Learning Unreal Engine 3, IceCreamYou UT3 Tutorial Index, AVLD Kismet, Ben Burkart Level Optimisation, Eat3D, Joshua Javaheri (TrendyEntertainment) zYnthetic VeloCity soundtrack + CBP music arrangement
Final Posted
DM-Richer_SP &
DM-Chiasma
Version:RC
Compatibility:Patch 2.1 (No Titan assets used)
Description: While dividing my map I draw on the analogy of meiosis where the diploid chromosomes are crossed over to generated diversity before being halved. The process's name is cross over or Chiasma.
DM-Richter_LP
|
|
--- DM-Richter_SP (UDamage Side)
|
|
--- DM-Chiasma (Berserk Side)
Comments: I've decided to fork the map into a smaller version in response to some comments. The SP (short play) version has the Berserk area deleted, DM-Chiasma is the Berserk area while the LP (long play) has both version with some teleporters included.
My First attempt at mapping.
Original thread I failed to consolidate
Change Log:
Code:
DM-Chiasma_RC -Changed Post Process to early evening feel -Re-worked lighting -Added many light cones for ambiance -Swapped out the sky mesh for a dusk feel -Tweaked the fog layer -Blocked off the U-Damage area and added some more pathways in shield belt room -Swapped out a few meshes -Removed some tiles and replaced with BSP -Added a new sound track - VeloCity, thanks to zYnthetic form his album PLAY & CBP team DM-Richter_[SP/LP] -Changed water material to a calmer version -Added teleporters x2 [LP version] -Added trim around grating in Berserk room -thanks Syphix -Enabled light mapping on meshes where possible for better shadows -thanks Stevelois -Reworked sounds so it tappers of more gently -thanks Stevelois -Fixed light meshes representing the surrounding colour -thanks Stevelois -Created animating light material to for Berserk spawn sequence -thanks Stevelois duplicating epic content tutorial -Re-engineered super health spawn so it doesn't need script for easier installation -Added blocking volume to prevent potential problems -Corrected a trip hazard -Split map into 2 version LP (LongPlay) and a SP (ShortPlay) Beta 2 ###### Game Play / layout ###### -Redistributed player starts so areas get more even distribution of players. -Moved shield belt to a more central area. -Added flammable gas valve beneath shield belt balancing "Doh" with ha you got immolated. -Added another vent form shield belt room lift jump. Now you have the option of slomo shield or route to sniper rifle above super health pool. -Added stair well in shield belt room Breaking a up long corridor, greatly increasing flow. -Added another escape route out of lower level shield belt area breaking up corridor. -Replaced Invisibility with health vials. -Added a lift jump to inside cooling tower encouraging bots to grab the redeemer more often. -Added pipes on the outside of cooling tower, now bots have more paths and use the area more intelligently. -Several small changes to health and ammo and weapon pickup locations. -Added vents intercepting Berserk room & shield belt room x 2. -Removed spotlights on tower (see lighting improvements). -Opened up the mine area but blocked the mine shaft coz its only one way. -Removed sound cue on Redeemer pickup (as its a occasionally clobbered by other fx's). -Added a ramp at the back of the Super Health pond. ###### Aesthetics ###### -Added Terrain layer. -Major overhaul of lighting/Added Post Process - the level is much brighter with more contrast/ shadows. -Shadow and light mapping have been improved for crisper contrast. -Replaced wall with Trellis type mesh near elevator in mine shaft room. Brightening up that area alot. -Centered many pool pistons and sniper perch in Berserk room. Ops. -Replace fans meshes, Thanks Bl!tz -Replaced water material in Berserk rooms Thanks Bl!tz -Replaced a few materials. Added some new ones. -Added edging around roof of shield belt room. -Tidied up materials around elevators. -Made the non functional cooling fan looks more derelict so your less likely to use it to cushion your fall. Thanks Lex. -Changed the sky dome material so it fits the brighter lighting scheme. ###### Troubleshooting ###### -Improved bot pathing - bots now brave the jump form the tower and used it more for sniping, redeeming and hijincks. -Improved performance slightly. -Added blocking volume in several snag areas. -Added blocking volume to smooth out stairs in inside water way area. -Massaged the timings on the Super health/ Berserk spawn. They now sync perfectly. Bot pathing is also in sync. -Removed several collision issues. Beta 1 ###### Advice taken ###### -Removed Spider Mines, X-Ray Field, leaning towards removal of Invisibility. Added many more health and ammo pickups ###### General ###### -New Berserk spawn sequence: Area modified to make it easier to get in and out. A reciprocating water pump floods Berserk room while opening up outer pond for health pickups. This area is rapidly reversed on Berserk pickup adding to the fun. -A major overhaul of UDamge spawn sequence. Central cooling pond had been shrunk and Cooling fans replaced with a central Collection point for the UDamage. Collection of the UDamage randomly propels the pawn to either side of the cooling pond. As well, base jumping form the top tower is safe, provided you aim for inside the UDamage pipe (While the UDamage is present). -Redeemer spawns to much improved structural tremor effects - you cant miss it. Added Sound cues to Tower pickup events. Improved the Towers Acoustics giving it more echo. -Added a booby trap power box beside the lift jump to Flack cannon to offset the health pickup there. -Opened up many new areas. -Many Texture changes -Much more deco meshes. -Fixed collision issues on several meshes. -Fixed a hole that allowed player to leave the game world. -Improved bot paths And lots of minor stuff.
DM-Richter_B2
Screenshot: [DM-Chiasma_RC]
[screenshot]http://img690.imageshack.us/img690/9158/dmchiasma01.jpg[/screenshot][screenshot]http://img831.imageshack.us/img831/1179/dmchiasma03.jpg[/screenshot]
[screenshot]http://img828.imageshack.us/img828/2413/dmchiasma04.jpg[/screenshot][screenshot]http://img834.imageshack.us/img834/9729/dmchiasma06.jpg[/screenshot]
[screenshot]http://img688.imageshack.us/img688/5840/dmchiasma07.jpg[/screenshot][screenshot]http://img36.imageshack.us/img36/7196/dmchiasma09.jpg[/screenshot]
[screenshot]http://img826.imageshack.us/img826/45/dmchiasma10.jpg[/screenshot][screenshot]http://img214.imageshack.us/img214/9752/dmchiasma11.jpg[/screenshot]
[screenshot]http://img837.imageshack.us/img837/8237/dmchiasma12.jpg[/screenshot]
Credits:
[Beta Testers]
Bl!tz
Lex
Stevelois
Syphix
Taffy
Tipper
[Support]
coolcat22
Piranhi
###### Tutorials and knowledge ######
3D Buzz, Unreal Tournament 3 - 3D Buzz Video Tutorial Pack, Hourences TUTORIALS - INDEX, UDN, Stevelois Enforcer tut, Odedge awesome link resource, Ambershees scripting tutorials, Waylons Learning Unreal Engine 3, IceCreamYou UT3 Tutorial Index, AVLD Kismet, Ben Burkart Level Optimisation, Eat3D, Joshua Javaheri (TrendyEntertainment) zYnthetic VeloCity soundtrack + CBP music arrangement
Final Posted
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