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DM-SerenityBay !!!

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  • DM-SerenityBay !!!

    Map name:
    Serenity Bay

    PC version Download:
    http://dl.dropbox.com/u/404348/MyMap...erenityBay.zip
    http://www.filefactory.com/file/c43a...erenityBay_zip
    http://www.gamefront.com/files/21451...erenityBay.zip
    http://www.mapraider.com/maps/?fileid=5779
    http://www.utzone.de/forum/downloads...o=file&id=4043

    PS3 version Download:
    http://dl.dropbox.com/u/404348/MyMap...ityBay-PS3.zip
    http://www.filefactory.com/file/c43a...ityBay-PS3_zip
    http://www.gamefront.com/files/21451...ityBay-PS3.zip
    http://www.mapraider.com/maps/?fileid=5779
    http://www.ut3mod.com/2012/04/deathm...renitybay.html

    About this map:
    A realistic outdoor map, a post-apocalyptic theme, inspired by TV show like "The Walking Dead", "Falling skies", and movies like "I am legend".
    I had to use more lighting and vivid stuff as this is a map for UT, not L4D.

    Beta test version:
    http://forums.epicgames.com/threads/...ated-6th-March
    http://forums.beyondunreal.com/showthread.php?t=197284

    Credits:
    EPIC //For creating UT3 and the Mod tools
    CGTextures.com //I bought some of the nice BIG textures from this site. Strongly recommend!

    * Special thanks to "the mod" teammates, which was why this map exsited in the first place:

    ZKBoss
    果冻
    lain
    Solin
    德元
    Guesscui
    Porky
    搁浅
    Wayne
    波斯猴子
    AMIO
    sce2
    MINg

    * Also I'd like to thank my Chinese friends and hardcore UT players:
    Needream
    Copycat

    * And for testing and gave me useful feedback, THANK YOU VERY MUCH TO:
    stevelois
    nELsOn
    DarkSonny
    Sjosz
    Barballs
    Vaskadar
    WedgeBob
    SkaarjMaster
    LordBret
    KurlonT
    Bl!tz~
    Tux Android
    Remus
    BloodK1nG
    coolcat22
    M^vL

    Flyby Video:
    http://youtube.com/watch?v=GbaaczMTkfY


    Pictures of PS3 version:
    * I really like the way my camera rendered the map, so I have to post them.






    PC Screenshots:
    * More pictures following




  • #2
    More pictures:









    Comment


    • #3
      and more:




      Comment


      • #4
        And here it is, the final

        I must say this is a stunning level. All that awesome custom content & your attention to details is phenomenal & with your acquired skills your able to really make something very unique that look, feels & play good. I found many nice touches in the both pre finals versions I've saw that I didn't comment on but they haven't go unnoticed from me lol

        Your levels are very inspiring & many THX for this another "must have level"

        I'll advertize your map later on my blog (a little pub won't hurt héhé).

        Comment


        • #5
          yup congratz for this masterpiece mate

          Comment


          • #6
            Originally posted by Bl!tz~ View Post
            yup congratz for this masterpiece mate
            Originally posted by stevelois View Post
            And here it is, the final

            I must say this is a stunning level. All that awesome custom content & your attention to details is phenomenal & with your acquired skills your able to really make something very unique that look, feels & play good. I found many nice touches in the both pre finals versions I've saw that I didn't comment on but they haven't go unnoticed from me lol

            Your levels are very inspiring & many THX for this another "must have level"

            I'll advertize your map later on my blog (a little pub won't hurt héhé).


            Thank you guys!
            Advertising is good although I doubt there are enough players out there playing this game.

            I didn't mention what's changed between the final and RC1. Here the list:
            - The fake shadow sheets for boats and pillar stuff. The main ground is using a 1024x1024 lightmap which is not detailed enough to show slim shadows. I used the fake ones to get the slim shadows more visible.
            - Fixed a bug that bots don't use the portal
            - Lens flare added (what a tricky stuff, I spent a whole night to figure out how things going on)
            - Tuned sound effects. Added sound for roof vents
            - Fixed the vehicle wheels misalignment bug. Turned out the criminal behind it is the buggy prefab feature. I used the prefab to create templates for the vehicles and placed prefab instances in the map. Then I selected the wheels (and doors) to rotate them a bit so they looked being abandoned hastily. Then next time I opened the map and surprisingly found the wheels were misaligned, I thought I must too careless the last time so I aligned them again and published the test version. Then stevelois you pointed out some wheels were off or into ground. I checked the map and found yes they were. I did tests and figured out SM instances within a prefab instance are not supposed to be moved or rotated individually. Yes you can select them individually and edit other properties, but any movement will result in bizarre locations or rotations after rebuild, save and reopen the map. So I had to convert the prefab instances to normal SM instances.
            - And some other bugs

            Comment


            • #7
              Yay for the 'final' release!
              You mentioned me in the credits though. I'm going to explore this!

              Comment


              • #8
                Originally posted by chonglee View Post
                ...
                Thank you guys!
                Advertising is good although I doubt there are enough players out there playing this game. ...
                Your welcome

                But, know that yes, it's a fact that there are less active members on forums but still, many are still there and seeking for quality content.

                Releasing something for UT3 isn't a waste of time because until UT4 or whatever sequel we'll get someday, if we do, UT3 is still the last UT games to make something for & that will last for few years.

                Comment


                • #9
                  It's been 5 years after ut3 was released, which was long enough for ut99 to evolve to ut2k4.
                  Epic should learn by now that they need to fully understand why ut99 was much more successful than ut3 or ut2k4. The answer is not competitive gameplay, not bulky stuff, not heavily detailed visual (yup like the way I made this map is not really an UT map supposed to be) so that the game could be used to demonstrate the engine, not meaningless story, not even shock rifle or flak cannon. The answer has to about the unique style, the vivid atmosphere,the humanlike not scifi-bulky-marine-like characters, the creative mindblowing gameplay elements, the neat, simple but stylish visual, the inspring and sort of gimmicky maps, the cool movement and action, the very ut-ish music. This game should be that much COOL and looks so different from any other shooters on the market. That was how ut99 felt like the first time we played it.
                  That being said, I don't expect this much cool will happen unless they got new blood for the title. And I will still enjoy whatever they can make for another U.

                  Comment


                  • #10
                    Originally posted by chonglee View Post
                    It's been 5 years after ut3 was released, which was long enough for ut99 to evolve to ut2k4.
                    Epic should learn by now that they need to fully understand why ut99 was much more successful than ut3 or ut2k4. The answer is not competitive gameplay, not bulky stuff, not heavily detailed visual (yup like the way I made this map is not really an UT map supposed to be) so that the game could be used to demonstrate the engine, not meaningless story, not even shock rifle or flak cannon. The answer has to about the unique style, the vivid atmosphere,the humanlike not scifi-bulky-marine-like characters, the creative mindblowing gameplay elements, the neat, simple but stylish visual, the inspring and sort of gimmicky maps, the cool movement and action, the very ut-ish music. This game should be that much COOL and looks so different from any other shooters on the market. That was how ut99 felt like the first time we played it.
                    That being said, I don't expect this much cool will happen unless they got new blood for the title. And I will still enjoy whatever they can make for another U.
                    I still do not know what is what UT does make so magnetic and cool, Once time I thought It was the cool music ( Im still thinking if werent for ut style music it doenst feel unreal at all. More later I thought "I think it does appeal the style maps" and more later over the years "Is the weapon and skins" and so on.. It is like in that day all the star get aligned in one way and oyu get an unrepeatable feeling of greatness or so I think is a mixture all things became this great game so cool ( And still it does followed nearly by ut3 behind )

                    I m agreed with you, maybe they could try again to open the recall's box and feel that things again I think is it the only way to make an ut but more improved and evolutioned today.

                    Comment


                    • #11
                      Originally posted by DarkSonny07 View Post
                      I still do not know what is what UT does make so magnetic and cool, Once time I thought It was the cool music ( Im still thinking if werent for ut style music it doenst feel unreal at all. More later I thought "I think it does appeal the style maps" and more later over the years "Is the weapon and skins" and so on.. It is like in that day all the star get aligned in one way and oyu get an unrepeatable feeling of greatness or so I think is a mixture all things became this great game so cool ( And still it does followed nearly by ut3 behind )

                      I m agreed with you, maybe they could try again to open the recall's box and feel that things again I think is it the only way to make an ut but more improved and evolutioned today.
                      About ut99, two things I'd like to point out:
                      - BSP based level looks very neat and very comfort for your eyes when you play fast paced game like UT or Quake which involves non-linear level flow and a lot of vertical gameplay (not to mention portal, jumppad, wrapzone...). Too many details simply distract your mind too much and therefore only good for realistic games which has normal action speed and somewhat linear level design. And in order to keep you focusing on what to do next, these games also have hint or tip system to directly show you the next objective and they intend to cut big objectives into smaller ones so that your brain won't screw up when facing too many "information" on the screen. But BSP based level looks too much old-fashioned, so today we don't do it anymore, but that can't equal to simply ignore the good side of it.
                      - UT99 characters look more humanlike. You can see their faces, even emotions. You can tell them from each other by just looking at face. Along with the taunt, they were just more interesting and memorable comparing to those bulky bots in the later UTs.

                      Back to the old days, things had to be simple because of the less powerful engine and the old computer. Sometimes that happened to be the cool and awesome feel what we now recognize. So it's important to find out what was actually the reason of why oldschool worked and bring it back to a modern game.

                      Comment


                      • #12
                        Have to say beautiful setting, fantastic attention to detail and great use of the custom assets. Simply top work, thanks for your efforts.

                        Comment


                        • #13
                          Originally posted by chonglee View Post
                          About ut99, two things I'd like to point out:
                          - BSP based level looks very neat and very comfort for your eyes when you play fast paced game like UT or Quake which involves non-linear level flow and a lot of vertical gameplay (not to mention portal, jumppad, wrapzone...). Too many details simply distract your mind too much and therefore only good for realistic games which has normal action speed and somewhat linear level design. And in order to keep you focusing on what to do next, these games also have hint or tip system to directly show you the next objective and they intend to cut big objectives into smaller ones so that your brain won't screw up when facing too many "information" on the screen. But BSP based level looks too much old-fashioned, so today we don't do it anymore, but that can't equal to simply ignore the good side of it.
                          - UT99 characters look more humanlike. You can see their faces, even emotions. You can tell them from each other by just looking at face. Along with the taunt, they were just more interesting and memorable comparing to those bulky bots in the later UTs.

                          Back to the old days, things had to be simple because of the less powerful engine and the old computer. Sometimes that happened to be the cool and awesome feel what we now recognize. So it's important to find out what was actually the reason of why oldschool worked and bring it back to a modern game.
                          i have same feelings mate and i like a lot ur analize, imo it s very hard to use a fast fps game as a showcase for a very demanding new engine, it require a very subtile balance in all, + it s an enormous challenge to bring a new version after a "quite" perfect one

                          Comment


                          • #14
                            Mmmmm.m.. Sexy

                            Comment


                            • #15
                              Dude you are the gold standard for mapping. The detail is mind blowing. Thanks for this awesome level!

                              I agree totally with everything you said about the original UT. The only thing I would add is that there was an underlying sick humor (probably the Cliffy factor) with the gore and funny taunts that gave the game life and always made me smile. I play UT3 quite a bit because I like the graphics and the general game play is good enough (and I play mostly HOLP style maps) but it has a cold heart. To me, in a nutshell, the core of UT3 feels as lifeless, humorless, and characterless as "demo guy". Hopefully if they ever work on UT4, I hope Cliffy will be heavily involved.

                              Comment

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