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DM-Zeemschloss [Beta 2] [Pics]

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    DM-Zeemschloss [Beta 2] [Pics]

    Name: Zeemschloss
    Game type: DM / TDM
    Version: 0.2
    Players: 2 - 6

    [screenshot][/screenshot] [screenshot][/screenshot] [screenshot][/screenshot] [screenshot][/screenshot] [screenshot][/screenshot] [screenshot][/screenshot]

    D/L link.


    Extract the archive into “My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory.


    This map was inspired by two evergreen samples of classics - DM-Codex (UT'99) and DM-Sentinel (UT3). Gameplay wise the map is very simular to the last one, albeit there are some changes to make it smoother - namely, there are 2 lifts connecting the very bottom of the map with its main halls, somewhat like in DM-Codex.

    My main focus was gameplay and smooth performance rather than the visuals, and at this point I'm pretty much satisfied with what I intend to a be fully functional public beta. The map mostly consists of BSP work, plus some custom static meshes. Proper detailing is yet to be done, but is definitely planned for future releases.

    Known issues apart from the obvious lack of details: the lifts are somewhat bugged, they stay atop way too long and emit weird mismatching sounds, that's cause I haven't released anything for UT3 yet and generally got back to UT mapping after a serious break and thus was unfamiliar with the Kismet and the scripting. If anyone feels like helping me with the lifts, he is greatly welcome.

    Pathnodes for bots are there and they can access anything you'd want them to with a small exception of several health vials, located at a ledge next to DD. I'm yet to figure out how to make them perform wall jumps to get there from the DD pillar.

    Have fun and feel free to comment!

    Nice looking map. Definitely, I agree that you need to decrease your matinee length for those lifts. You can decrease the close time by dragging the red handle closer to your last keyframe.