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    DM-HOLP-Takk

    Name: DM-HOLP-Takk
    Version: 1.0
    Compatibility: UT3 2.1 With Titan Pack
    Description: Takk Penitentiary's no escapes record was ruined when a triple lifer, only in incarcerated 100 days, decided he'd leave of his own accord!
    To this day Takk has not recovered from this disaster. Budget cuts forced the staff to turn to Liandri Corp for support.
    In exchange for funding, the cell block which housed the most notorious villains of the sector was converted into an arena for the third season of the tournament.
    Takk is still online so try keeping your weapon fire INSIDE the arena folks!

    Comments:
    Issues: - Bots have issues with Udamage. Once I figure out how to fix it. I'll release a bot version of the map.

    Dedications:
    Wing - Without who's support and understanding this map may never have seen the light of day. Thank you Darling. I love you.

    The Unreal Community Members - You know who you are! Thank you for your support and I hope you enjoy this level which has been dedicated to you! Be sure to check yourselves out in the map.

    Screenshot(s):
    [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-01.jpg[/SHOT] [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-02.jpg[/SHOT] [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-03.jpg[/SHOT] [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-04.jpg[/SHOT] [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-05.jpg[/SHOT] [SHOT]http://offbeatgeek.com/ld/ut3/takk/preview-06.jpg[/SHOT]

    Credits:
    udn.epicgames.com
    cgtextures.com
    Eat3d.com
    Hourences - Tutorials
    Mcloginog - Troubleshooting
    Schlauchi - Troubleshooting
    Zybz - Morale Support
    Moonflyer - For the Prison Idea and numerous emails, Thanks buddy!
    The UCMP Team - For checking this out back when it was known as Frantic
    Team HOLP

    Homepage: http://offbeatgeek.com
    Download:
    PC - DM-HOLP-Takk.zip
    PC - http://ut3.ut-files.com/index.php?di...-HOLP-Takk.zip
    PS3 - Coming soon.

    #2
    kewl....bsp rules!

    D/L...thx for your work

    Comment


      #3
      Mirror:

      http://ut3.ut-files.com/index.php?di...-HOLP-Takk.zip

      Comment


        #4
        wow this map is a some really look good
        wish there where prisoners in the cell too

        Comment


          #5
          Thank you for the mirror Skillz

          Coolcat22: I had an idea for the prisoners but I have to learn some more matinee first.

          Comment


            #6
            Looks sweet, great layout & theme!

            Comment


              #7
              This was a nice Thansgiving treat. I really like the map overall. The layout is really nice (though it's a bit open in some areas) and fun to play. I love the prison theme, which was done well (especially the people talking on the loud speaker! Also, the shadows are really nice as well.

              The things I thought that could be better are:

              1. Better footstep support. The tiles on the floor should have the stone sound applied to them and the darker trim on the floor should have metail. I thought it was odd that the stairs have the "energy" sound applied to it.

              2. Maybe just me, but the sound for the lifts don't really seem to fade out the farther you are away from it.

              Thanks for the map.

              p.s. I doubt the bots will be able to get to the Udamage as it's in a tight place.

              Comment


                #8
                Originally posted by Odedge View Post
                I love the prison theme, which was done well (especially the people talking on the loud speaker! Also, the shadows are really nice as well.
                Heh glad you like it. Me + Rock Band microphone + soundbooth = dodgy voice acting

                Originally posted by Odedge View Post
                The things I thought that could be better are:

                1. Better footstep support. The tiles on the floor should have the stone sound applied to them and the darker trim on the floor should have metail. I thought it was odd that the stairs have the "energy" sound applied to it.
                Yeah I only noticed the footsteps after the build. I'll add it to the list of corrections if an update should appear.

                Originally posted by Odedge View Post
                2. Maybe just me, but the sound for the lifts don't really seem to fade out the farther you are away from it.
                I didn't notice that myself. but I'll check it out. I am only learning the sound editor at the moment though. So Maybe it was a setting I missed


                Originally posted by Odedge View Post
                p.s. I doubt the bots will be able to get to the Udamage as it's in a tight place.
                Yeah I had that written in the readme. The bots do have an issue with the Udamage. I am hoping to find a solution for that.

                Comment


                  #9
                  Originally posted by Barballs View Post
                  Heh glad you like it. Me + Rock Band microphone + soundbooth = dodgy voice acting
                  You have a soundbooth? Cool. I thought it was a cool addition to the map and it's very clear.

                  p.s. You might want to use the "shot" command for your pics so they aren't so big.

                  How about making a Greed version with centrally located flags. Actually, I wish that more DM maps were converted to Greed, but ohh well.

                  Comment


                    #10
                    HOLP maps rule! Now will you have to time to finish Malevolence?

                    Comment


                      #11
                      Oh yes. Am actually working on it right this moment. I should have some nice screens for folks this week

                      Comment


                        #12
                        Originally posted by Barballs View Post
                        The bots do have an issue with the Udamage. I am hoping to find a solution for that.
                        I don't know if you already set it but you can force paths for tight places.

                        Just select the nodes you want to force the paths, right click & in the contextual menu, you have a section for paths, just select "force path" & rebuild. It make a good difference in AI behavior

                        Comment


                          #13
                          This map ROCKS! I did a quick walk-through earlier today without bots. I can definitely see some great DM battles happening in this map. Took me a while to find my cell. ^.^ I love the multiple levels and open areas. Thank you very much.

                          Edit: K, tried it with some bots. Only complaint is the stairs. :/ If I dodge onto them, my character kinda pauses or bounces on them. I can't seem to hop up them quickly either.

                          Comment


                            #14
                            Originally posted by Barballs View Post
                            Oh yes. Am actually working on it right this moment. I should have some nice screens for folks this week
                            Suhweeeeet news! Thanks!

                            Comment


                              #15
                              Originally posted by Odedge View Post
                              2. Maybe just me, but the sound for the lifts don't really seem to fade out the farther you are away from it.
                              Originally posted by Barballs View Post
                              I didn't notice that myself. but I'll check it out. I am only learning the sound editor at the moment though. So Maybe it was a setting I missed
                              I don't have play on it right now but,
                              with just taking a look to the sound cue you have use for your lifts, it's a stock one, but it's max radius is set to 2000 on the "attenuation" node, maybe a bit large for your map, so I suggest to recreate the sound cue on your map package and low that value to something like 1000 and uncheck the case "bAttenuateWithLowPassFilter", I have this setting on my actually map that I'm working on, and it's works like a charm.
                              Hope it help

                              Comment

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