Announcement

Collapse
No announcement yet.

DM-ScraperLobby [Update 30/05/12]

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

    DM-ScraperLobby [Update 30/05/12]

    * DM-Scraper-Lobby {from Mirror'sEdge chapter 9}




    PhysX glass is a separate download/ - for NVidia Users only

    Download Links:

    PS3 LINK
    http://www.gamefront.com/files/21771...bbyxPS3xV2.rar

    PC LINK
    http://www.gamefront.com/files/21767...xSLobbyxV2.rar

    Nvidia PhysX users LINK
    * just PM me and ill send you the PhysX version.

    * AllowHoverboard [HoverBoard in DM for faster action]
    http://www.gamefront.com/files/20902...HoverBoard_rar

    Contents Notes:
    * SuperSheep included.
    * SubMachineGun Included
    * Find Faiths Bags, reward system.

    Recommended:
    * It was originally designed for duel [6 Players max!]//however;...
    * ...Max Player Count can now be >6
    * download my "allow hoverboard" mod.

    More Images:
    Translucency Tricks/ Reflections/ Cubemaps

    Custom Destructibles


    Credits
    * Music by ' Solar Fields'
    * Mirror's Edge / EA People
    * SteveLois; Beta feedback
    * Darkn3ss; Beta feedback

    Edit: Additional Improvements
    * Reverb Volumes added
    * Visual improvements [checking materials on BSP's, improved lighting etc etc]
    * Geometry Changes [Upper Level Pickups moved]
    * Changes to Glass
    * Custom Jumppads [see image]
    * Lighting Improvements [Lightmap Volumes // designated light areas and none of that spherical light nonsense]
    * Particle system added.
    * Speed Trees
    * Custom Teleporters
    * Godbeams
    * Faith Loading Screen {customised} added to TV
    * NOTE: PhysX type particles on glass.- For Nvidia users only {it is a separate map available}[/COLOR]

    More Additions:
    - a new weapon from mirrors edge [to balance the stinger]

    - and a new mini-reward system. - Find 5 of Faiths Bags and get a reward

    - other stuff.



    Enjoy.

    #2
    Another glorious map from the game Mirror's Edge! Nice work mate. Downloading!

    Comment


      #3
      The pic is all tiny but it look quite nice & will try it asap

      Do my memory play tricks on me or it's your first DM ?

      Comment


        #4
        @ Steve
        * Your memory = Fail [But it is ok. People remember me, but they choose to ignore my maps]
        * Anyway, Thanks for the replies i am hoping your feedback will help change the attitudes of others
        Maps i have made include;
        DM-KGalleon - [ut- ut3 convert// best version available]
        DM-MineCraft [Remus/ Demiigod's 'unplayable' Democraft map but with 600 FPS]
        DM-Mirror's Edge
        DM-Roughinery [ut - ut3 convert// best version available]
        DM-Minecraft Island
        DM-ScraperLobby
        DM-ScraperDeck
        DM-Pressure [- personally i think someone else's was a bit better so i never released it]

        p.s. you commented on most of them lol

        Comment


          #5
          My **** memory, I'm getting older everyday lol ! I thought that because you seem to be more a CTF/VCTF/WAR fan rather than DM & you mentioned few times that DM isn't your cup of tea But now reading all those DM, ****, I need to work my memory more !

          I've loaded the map to see what it is. I can say it look nice & clean Love the huge light / glass effect. I didn't played it so I can't comment on that aspect yet. Also there practically no ambient sounds ? It is intentional to be like this or it is something you will add later ?

          Will play the map this week

          Comment


            #6
            Known Issues:
            Sound [!Ignore this!]
            ** Since when did a CullDistance Volume effect the audio attenuation?
            * is it me or does this happen ?? - ]because that is extremely nonsensical!!

            Code *solved*
            Glass:
            -removed this coz it is solved-

            Gameplay
            * Ok/ so i have not played UT3 properly in a long time, and i have always pushed myself to make maps where bots are actually difficult.
            BUT WTF!! 1 Bot on godlike is totally pwning me on my own map!
            * Can someone confirm the quality of the bot pathing, it appears that the bot takes a predictable path on an infinite loop
            [power weapon - health - boots - shield belt - super sheep]
            - i have custom bots set to "7.0 acucracy, aggresiveness etc etc" but even a default krall on masterful is hardwork

            **Feedback is really appreciated SteveLois. i love how we know all this stuff but always forget something

            Comment


              #7
              Very good map, I like very much " Mirror's Edge " and this map is magnificent, it is the good work. The windows which are breakable it is beautiful.

              I like.


              Thank you.


              Comment


                #8
                Hum......

                -> DM-ScraperDeck ????

                Have you a link for DL it plz ?

                Comment


                  #9
                  Arf !

                  I know only the map of " Remus Brailoiu " : http://www.mapraider.com/utilities/e...res=1332183161

                  but almost none of yours....

                  I know the one that I appreciate a lot:

                  - CTF-RB-SkyBridge
                  - DM-RB-NewEden

                  - And now : DM-ScraperLobby

                  -> DM-ScraperDeck ???
                  -> DM-Mirror's Edge ???


                  Your work interests me.

                  Comment


                    #10
                    Yes, the DL link is not working right now.

                    Comment


                      #11
                      Hey m8

                      So I just played it with 11 adept bots.

                      I can't help you with the kismet stuff because I'm a noob in that aspect.

                      I really like the look of this level & the broken glass effect All custom stuff is great !

                      For the sounds issues, it's odd that cull distance volume affect them ? I've checked and I didn't found anything in the sound actor nor a culldistancevolume that I could disable the field "ballowculldistancevolume", a field you access in meshes habitually.

                      As for gameplay, well... tbh,

                      I think the pickups need more work. It is to much unbalanced at the moment, players movement are to predictable & because of this many areas aren't used at all while others are full of players & to crowded. Many times I've saw bots jumping around the flower pots style thing (sorry dunno how to say it otherwise) & many playerstart are facing a wall or a column.

                      The mechanics to go from to the bottom to the last platform is to laborious & need more path. Someone camping on the higher platform as to much advantage & it is really hard to at least hit it.

                      Since it's wide open, you need to put at least 1 hitsan weapon on both side & on various floors to balance the fights & long range kills. Also, due to various floors you need to put a closer range weapon or something worthy in the center to reach the risk vs. reward factor.

                      I have suggestions for the visuals but at this stage, I think you need to focus on the gameplay. It look great already so it's better to leave the visuals aside for the moment.

                      Comment


                        #12
                        Funny....the PC download link works at home with my pop-up blocker active, but does not without the pop-up blocker.:loopy:

                        Comment


                          #13
                          Note to self - stop placing players starts in maps when the Perspective view is facing the Y axis .
                          LOL

                          * I am considering removing the very top level from the field of gameplay - any thoughts?
                          * If i convert the "Plant pots" to mesh, or even make new mesh in 3DS will the bots navigate these obstacles easier?

                          * Placing path nodes on the chairs seems to help alot + Converting plant pots to mesh *
                          * Weapons will be re-worked/ feel free to be specific.
                          i.e. "swap the Bio for a shock/ hitscan" etc

                          * various texture/ material changes will be made. Some of the missing blue lights and ramp bsp [not snapped/ flush] will be fixed.

                          * I will probably remove the black trim in favour of bsp

                          - its not easy working off Mirrors edge units when you have sensible units of mesh and bsp. sometimes the units are a bit restrictive and im all for just making stuff.

                          * Feedback has been / is appreciated
                          - i will do everything you have said [Steve], but please try to follow the recommendations [6players max/ with hoverboard]
                          - it is just unfortunate that people will not accept the "Allowhoverboard" as a DM tool as much as i do, thus conflict is inevitable. But please understand that its part of the game i really enjoy and feel it is highly enjoyable to Incorporate it into a map

                          - it does feel a bit flat and lonely up at my shield

                          thanks everyone.

                          Comment


                            #14
                            Love the note to yourself LOL

                            Some answers :

                            Originally posted by TKBS View Post
                            ...I am considering removing the very top level from the field of gameplay - any thoughts?
                            It can be a solution but I would tend to keep the geometry as it is for various reasons. I think worthy items like the KEG or Redeemer would be the most logical pickups to place there, at the top unlike a powerup. 1 of them on both side & each at their opposite.

                            For example,

                            on top side # 1 = sniper + keg
                            on top side # 2 = shock + redeemer

                            * If i convert the "Plant pots" to mesh, or even make new mesh in 3DS will the bots navigate these obstacles easier?
                            Don't think so. If you convert BSP / make meshes, you will still have to deal with the collision model. It doesn't matter if your collision model is made from the builder brush or the mesh unless there is something I'm not aware of in that aspect ? You better put pathnode around the pot only. There is no point to do a double jump to land on a platform if there is nothing to pickup anyway. Humans won't do that so I wouldn't bother trying the AI do something I would logically do.

                            * Placing path nodes on the chairs seems to help alot + Converting plant pots to mesh
                            This is tricky because even the converting process won't give you any guaranty it would be better & your meshes shadows will look like **** unless you make your own UV map for your converted BSP. The best way is to move the pathnodes around untill all your links turn white / green or blue at worst depending on the AI sight complexity.

                            its not easy working off Mirrors edge units when you have sensible units of mesh and bsp. sometimes the units are a bit restrictive and im all for just making stuff.

                            * Feedback has been / is appreciated
                            - i will do everything you have said, but please try to follow the recommendations [6players max/ with hoverboard]
                            - it is just unfortunate that people will not accept the "Allowhoverboard" as a DM tool as much as i do, thus conflict is inevitable. But please understand that its part of the game i really enjoy and feel it is highly enjoyable to Incorporate it into a map

                            - it does feel a bit flat and lonely up at my shield
                            I totally forgot about the mutator! But keep in mind that most players will install & play the map "vanilla" without enabling or adding anything. If any kind of mutator is required to truly enjoy the level at 100%, the audience will unfortunately reduce because mixing mutator add some serious issues sometime (as an example), specially for server admins. What I can say about that is make sure the gameplay is at least great "vanilla" but will be awesome IF you recommend adding a specific mutator. That way, your level will be enjoyable for all type of users.

                            I'll play more to see if I can help you improve the gameplay

                            Comment


                              #15
                              * I have been updating the images on the 1st page.

                              - I don't normally do this but im going to convert existing BSP to mesh for this map.
                              - Not ut3 Converts.. But in 3DSMax.
                              - As such i have refrained from updating to final version just yet
                              [not long left though]

                              Lets see how it looks:


                              ^^ @ Stevelois; i hope this is more satisfying for you with UV's.
                              - although i fail at anything with more than 1 material ID


                              EDIT:
                              - Success -lol

                              Comment

                              Working...
                              X