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    DM-Megane (Now final!)

    Name: Mégane
    Game type: DM / TDM
    Version: Pre final
    Players: 6 - 12
    Requirements: UT3 + patch 2.1 + Titan Pack
    Story / Histoire:

    Following the deconstruction of an office building, the board of directors of Mégane city decided to sell the site. The city approved several private companies to build a underground housing project. Therefore, countless fights took place between the different companies. Following their endless quarrels, it was decided by the board to abandon the idea.

    Suite à la déconstruction d’un édifice à bureau, le conseil d’administration de la ville de Mégane a décidé de vendre le site. La ville a donné son approbation à plusieurs entreprises privées de construire un projet domiciliaire souterrain. Hors, d’innombrables disputes ont eu lieu entre les différentes entreprises. Par conséquent, suite à leurs querelles interminables, il a été décidé par le conseil d’administration d’abandonner l’idée.

    [screenshot]http://img821.imageshack.us/img821/9083/screenshot00004jr.jpg[/screenshot] [screenshot]http://img337.imageshack.us/img337/398/screenshot00003k.jpg[/screenshot] [screenshot]http://img824.imageshack.us/img824/6126/screenshot00002vb.jpg[/screenshot]
    [screenshot]http://img52.imageshack.us/img52/2522/screenshot00001el.jpg[/screenshot] [screenshot]http://img829.imageshack.us/img829/2261/screenshot00000r.jpg[/screenshot]

    Final thread

    Did for the final:

    - Add bars in front of the pond (near sniper) so players won't be tempted to go "swimming" with the barrel lol
    - Add preview pic
    - Add random sparking sound for the defective machinery (near sniper)
    - Add readme
    - All fan holes are now open on top of the map (it's not boxed anymore)
    - Tweak the lift decals placement (1 decal beside all lifts except the belt that as 2 for a better guidance)

    #2
    Pretty sky! Pretty meshing!
    Downloading. Will give it a go tomorrow.

    Comment


      #3
      If you put the vanilla sky song by pual mcartney with that sky would be flawless ...It joke lol

      When I see a map like this I use to say "F**cling sexy map"

      Anyway I will play the map ...what it will be what it will be?

      Comment


        #4
        Thanks for releasing this map a "pre final" one. I will give it a try soon.

        Comment


          #5
          Originally posted by Sly. View Post
          Pretty sky! Pretty meshing!
          Downloading. Will give it a go tomorrow.
          THX bro

          Take your time because I'll release the final only in 2-3 weeks (depending on the general feedback).

          Originally posted by DarkSonny07 View Post
          If you put the vanilla sky song by pual mcartney with that sky would be flawless ...It joke lol

          When I see a map like this I use to say "F**cling sexy map"

          Anyway I will play the map ...what it will be what it will be?
          LOL

          THX dude

          It will be frantic if you load the map with 32 players LOL

          Comment


            #6
            Originally posted by Tux Android View Post
            Thanks for releasing this map a "pre final" one. I will give it a try soon.
            Hope you will like it & have fun

            Comment


              #7
              Holy f**k steve yesterday I saw the colour tweaks guide for ut3 made by 100gping100 and I set my ut3 colour game...I load your map mate I dunno why the cbp team didn't invited you to be part with them, this map the lights the colours ( ahh I missed until the day after the colours as could used to see in ut series...) clap clap clap wow

              May this map to be, besides citius your best map made to date is addictive as hell aswell this map can be played with tdm ...32 players is insane lolol

              I would not change nothing...talking about a ruined building you could add some place ( example on the most top map some plants raising over the wall or so that would give a sensation of time and older feeling lol

              Great job!

              Comment


                #8
                Originally posted by DarkSonny07 View Post
                Holy f**k steve yesterday I saw the colour tweaks guide for ut3 made by 100gping100 and I set my ut3 colour game...I load your map mate I dunno why the cbp team didn't invited you to be part with them, this map the lights the colours ( ahh I missed until the day after the colours as could used to see in ut series...) clap clap clap wow

                May this map to be, besides citius your best map made to date is addictive as hell aswell this map can be played with tdm ...32 players is insane lolol

                I would not change nothing...talking about a ruined building you could add some place ( example on the most top map some plants raising over the wall or so that would give a sensation of time and older feeling lol

                Great job!
                Ha ha

                Happy you like it bud & that you put it on par with CPB3 quality

                Indeed, it's a very addictive map & I'm proud of that because I too, I just can't stop playing LOL

                At the beginning, this is what I wanted (big collapse structures with many water leaks & vines & all) but I decided not to add all of that stuff & keep to concrete, dry stuff. I didn't want to go with a derelict theme but rather a just stopped construction project (that is a reason why you have the lights turned on in the middle of the day ).

                Comment


                  #9
                  Very nice job on all the meshing etc Stevie.
                  Just played it a few times:
                  I was impressed by all the meshing, layout and weapon and pickup placement is well thought off.
                  Like that 50 armor in a corner. It seemed all reserved for me :P

                  gameplay was pretty good overall. A steady 60fps on my system.
                  Just one big dip in the exact middle section where the UDamage is. It went 40 there.
                  Perhaps by some hard lightning there.

                  The shieldbelt was a bit unreachable. I did not got a chance to get it when playing with +10 bots.
                  Near that small elevator was a chaos with 3 bots trying to get the shieldbelt.

                  Bots have a good time. They really loved sniping and using flak in those small corners :P
                  A few got stuck in a corner with 3 health vials near it.
                  But after a rocket or a tasty flak, that wasnt a problem

                  Only minor things Stevie..
                  Really a colorful map which flows really good. I did not find any bugs or collision issues.
                  This is a keeper for me!
                  Great job man.

                  Comment


                    #10
                    Originally posted by Darkn3ss is QnL View Post
                    Very nice job on all the meshing etc Stevie.
                    Just played it a few times:
                    I was impressed by all the meshing, layout and weapon and pickup placement is well thought off.
                    Like that 50 armor in a corner. It seemed all reserved for me :P

                    gameplay was pretty good overall. A steady 60fps on my system.
                    Just one big dip in the exact middle section where the UDamage is. It went 40 there.
                    Perhaps by some hard lightning there.

                    The shieldbelt was a bit unreachable. I did not got a chance to get it when playing with +10 bots.
                    Near that small elevator was a chaos with 3 bots trying to get the shieldbelt.

                    Bots have a good time. They really loved sniping and using flak in those small corners :P
                    A few got stuck in a corner with 3 health vials near it.
                    But after a rocket or a tasty flak, that wasnt a problem

                    Only minor things Stevie..
                    Really a colorful map which flows really good. I did not find any bugs or collision issues.
                    This is a keeper for me!
                    Great job man.
                    Gave this a plug on iamgaming buddy!

                    HERE

                    Comment


                      #11
                      I like this map; the only reservations i have are the following;

                      1. i wanted to go in so many nice looking areas - but they are "blocked off"
                      *visually speaking*
                      - by the water.

                      - by the bollards

                      ** it looks like i can get into the Bollard area on the Right.
                      - you could open the area to gameplay- or stand the bollard upright/ use better visual blocking indications.

                      - by the steel fences/ grates

                      2.from a gameplay perspective[rather than visual approach]
                      *Gameplay aspects*
                      - the hole in the floor - that has a steel bar across it;

                      - i want to be able to drop down here.

                      - The port holes;
                      *would be great if i could jump through the port hole- either from level ground or using the lift/ jump pad.



                      3. additional thoughts
                      -rogue health-
                      the jump pad that leads to a health pick up= this pickup is just not supposed to be there- it feels wrongly placed; then i try to jump the entire arena using wall dodge - and cannot quite make the edge

                      ** i also feel/ found that you overused the "lift decal" - and as a result i was reading the sign for lift - like 3 times before i found the lift entrance.
                      as an example
                      - no decal/ without decals on

                      - 3 = too many decals/ some not needed/ confusing
                      - and without so many decals i think it still looks great- maybe just use 1 in a sensible position
                      - it stands out that this area has 3 decals; when numerous other lifts do not


                      - Other than that; this one of the only truly "Unreal" looking maps i have seen in a while; which is very nice.
                      - you got the use of mesh, bsp and terrain just right

                      [although relaxing the gradient on the terrain would be beneficial]// use average//


                      - Stinger + Stinger ammo + UDamage = ?

                      * no need for the ammo i think.

                      * Blocking issues
                      - a separate location for 2 heal vials - which is a dead end; this really disrupts the otherwise great gameplay.

                      ** & If you try to turn around and escape- the hole is almost too small - so sometimes u get stuck!!

                      - Really Great stuff [later i will add images to help highlight my points ]

                      Comment


                        #12
                        1.
                        Imo, the map is fine as it is with the blocked off area's. It creates a place of deco for some places and keeps the map flowing without adding any unnecessary side rooms which are tuned better then the overall

                        2.
                        The steel bar you are showing can also prevent collission issues with bots. Also like i said, it creates a straight path, blocking the chance of an escaping enemy through too many holes. If you look at the map, you can get almost anywhere on the lower level by orienting on the main middle side. No need for ground holes.

                        And I didnt have any problems with that small hole. If you can crouch, you can get out anywhere. Just bots tend to get stuck because the are not as smart as the logic brain

                        Comment


                          #13
                          Steve, I put more feedback about light treatment not relevant but it can be done more realistically, here is it:

                          http://www.mediafire.com/?8o3b42p0bil8x11

                          See ya!

                          Comment


                            #14
                            Originally posted by Darkn3ss is QnL View Post
                            Very nice job on all the meshing etc Stevie.
                            Just played it a few times:
                            I was impressed by all the meshing, layout and weapon and pickup placement is well thought off.
                            Like that 50 armor in a corner. It seemed all reserved for me :P
                            THX bud

                            gameplay was pretty good overall. A steady 60fps on my system.
                            Just one big dip in the exact middle section where the UDamage is. It went 40 there.
                            Perhaps by some hard lightning there.
                            Yeah, this area is very open & the more the players, the more the FPS will drop. It can reach 750 000 poly's when full of action so it is normal. The fact that I can't cull anything is the main reason.

                            The shieldbelt was a bit unreachable. I did not got a chance to get it when playing with +10 bots.
                            Near that small elevator was a chaos with 3 bots trying to get the shieldbelt.
                            Mmm... I play on adept level & I can grab it at least 50% of the time. Everything was timed so you can grab it easily performing a liftjump. So if your coming from below, just take a chance & jump, even if you miss the belt, you can collect 15 health points. The corridor to reach the belt is intended to be narrow. 1 - to respect the risk vs. reward, note the lift is also slower as the KEG lift to raise the adrenaline & 2 - since you can clearly see the belt spawning, you can judge the right time to enter the corridor.

                            Bots have a good time. They really loved sniping and using flak in those small corners :P
                            A few got stuck in a corner with 3 health vials near it.
                            But after a rocket or a tasty flak, that wasnt a problem
                            LOL, I never saw a bot stuck there ? But I did blast them in pieces with few rockets or shock combo

                            Only minor things Stevie..
                            Really a colorful map which flows really good. I did not find any bugs or collision issues.
                            This is a keeper for me!
                            Great job man.
                            Happy you like it & also, THX a lot for the pub on iamgaming, much appreciated bud

                            Comment


                              #15
                              A lengthly post you've made there. I regroup some points so to keep my reply short / easier to read.

                              Originally posted by TKBS View Post
                              I like this map; the only reservations i have are the following;

                              1. i wanted to go in so many nice looking areas - but they are "blocked off" *visually speaking*

                              by the water
                              by the bollards
                              by the steel fences / grates
                              As a visual person, I like to look at pretty stuff outside the play area. I like to see the horizon or far away if you like & look at unreachable rooms. Most games use this kind of approach that bring the feeling of wide opening & areas you simply can't reach for various reasons. Those unreachable areas are a design choice. Yes, I already thought of leaving them open for the players but flow & gameplay wise, it's not a good design choice & that way it add something pretty to look at, no more.

                              2.from a gameplay perspective[rather than visual approach]
                              *Gameplay aspects*
                              - the hole in the floor - that has a steel bar across it;

                              - i want to be able to drop down here.
                              Again, the fact the hole is closed add a better gameplay. It was open at the beginning but gameplay wise, it's better that way.

                              - The port holes;
                              *would be great if i could jump through the port hole- either from level ground or using the lift/ jump pad.
                              Gameplay wise, it serve to keep an eye & shoot, not to pass trough. Note that I play more TDM than DM & it change the gameplay drastically. The main purpose of this hole is a defense point for your team so the leader can collect the KEG & be supported. The pic isn't clear but I presume it's the hole between the 2 rotating fans ?

                              3. additional thoughts
                              -rogue health-
                              the jump pad that leads to a health pick up= this pickup is just not supposed to be there- it feels wrongly placed; then i try to jump the entire arena using wall dodge - and cannot quite make the edge
                              Why "it's not supposed" ??? It may seem weird at first but trust me you will be happy after a while it is there lol. There was other things there but after putting many different pickups, it was a good move. But I agree it can feel wrong the first time. I don't do walldodge so if you can provide me a pic, it would be helpful !

                              ** i also feel/ found that you overused the "lift decal" - and as a result i was reading the sign for lift - like 3 times before i found the lift entrance.
                              as an example
                              - no decal/ without decals on

                              - 3 = too many decals/ some not needed/ confusing
                              - and without so many decals i think it still looks great- maybe just use 1 in a sensible position
                              - it stands out that this area has 3 decals; when numerous other lifts do not
                              Well, I put 1 decal beside all lifts that cover the main angle of vision but sometime I need to add another decal that cover the other portion of the angle that isn't covered. But indeed, I think in this case, the best is to move the decal that is in front of the lift in front of the link ammo & add another one in front of the shock ammo, what do you think ?

                              - Other than that; this one of the only truly "Unreal" looking maps i have seen in a while; which is very nice.
                              - you got the use of mesh, bsp and terrain just right
                              THX, look like I've reach my goal

                              [although relaxing the gradient on the terrain would be beneficial]// use average//
                              What do you mean ? Like using more the grass material instead of the rock ?

                              - Stinger + Stinger ammo + UDamage = ?

                              * no need for the ammo i think.
                              In all my maps, I always put 1 ammo that goes with the weapon & another one that don't. It's a design choice, which add more gameplay than putting 2 set of the same ammo that goes with the weapon. The fact the Udamage is close in this case change nothing in my pickup setup. When you'll check the map in the editor, you will see that all weapons have the same amount of ammo & they are placed in strategic / logical spots & nothing is there just like that (don't take it wrong here, I'm just explaining my pickup setup).

                              * Blocking issues
                              - a separate location for 2 heal vials - which is a dead end; this really disrupts the otherwise great gameplay.

                              ** & If you try to turn around and escape- the hole is almost too small - so sometimes u get stuck!!
                              This is an escape route from above (flak sector) & add another way to reach the Udamage. It is not intended to go up, only down. The vials could be aligned along the corridor but I prefer to regroup them for various reasons. I must admit that I dunno how you can get stuck or where because I never was or never saw bots get stuck ??? Or it is something I miss ???

                              - Really Great stuff [later i will add images to help highlight my points ]
                              THX for your great feedback ! I really appreciate but note that I'm practically done with this map so everything in regard of flow, gameplay, pickup placement, look, sounds, music won't change. I concentrate on bugs & small stuff only. Not that I don't appreciate your suggestions, some will be address for sure & THX for your time (**** smilies limitations...).

                              Comment

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