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WAR-SunriseCanyon [FINAL]

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    WAR-SunriseCanyon [FINAL]

    Sunrise Canyon final
    Download: (23MB)
    http://www.mapraider.com/maps/?fileid=5897
    http://dl.dropbox.com/u/71522349/WAR...nyon_FINAL.zip
    http://www.gamefront.com/files/files...nyon_FINAL.zip

    Readme:
    Hello!

    Sunrise Canyon is a UT3 warfare map made with many aspects that should hopefully yield good and balanced matches.

    I almost put in a couple StealthBenders but instead hid some deployables throughout the map. Spiders are up by the radar dishes, not eay to get unless you have boots and know how to jump-pad launch with boots and use some air control!

    Love, tarnationsauce2
    ================================================== ===============

    - Changelog :

    Final:
    Added jump pads to attack enemy base from top (on the rocks).
    Added 1 more manta to each prime node.
    Removed manta from crystal cave.
    Removed back wall of prime rear entry.
    Added vehicle blockers to help prevent vehicles to get on dock in primes.
    Tweaks to bot path network.

    RC2a:
    Fixed bot paths to cores.
    Added preview screenshot.

    RC2:
    Added Manta at Tank node.
    Cicada moved to center node.
    Removed jump pad from center node to Udamage and Berserk.
    Added warfare team portal at tank node low area.
    Added tank blocker so tank cannot get up on dock by primes.
    Fixed misc missing meshes.
    Fixed a lot of Spider Mine and Shaped Charge "dud" spots.
    Moved AVRIL at bases.
    Lowered max flying height for flying vehicles, and is softer instead rigid blocking.
    Shock Turrets replaced with Laser Turrets (and increased move accel rate).
    Added more dynamic team textures to Tank node.
    Removed glass from windows on Prime nodes.
    Tweaked jump pads in Center node to roof.
    Added teleporter from base to crystal cave.
    Added teleporter down from platform above base main spawn area.
    Added one more entry (window) to Prime.
    Changed Cicadas to Raptors.
    Fixed some player starts facing wrong direction
    Fixed bug behind prime nodes with redeemer not damaging nodes.
    Fixed missing collision to structure in bases (next to Eradicators).
    Lots of tweaks to item placement.
    Much smaller fliesize (reduced to 44.9MB form 60MB!)
    Optimizing - using simpler meshes where appropriate & sharing assets.
    Many performance optimizations, lightmapping and culling.
    Many geometry and collision optimizing.
    Many texture optimizations, shadowing & got rid of a lot of one-time use textures.
    Added some foliage.
    Added large rocks to aid orb runners from base roof, and to provide cover for the open field.

    ================================================== ===============

    - Thank You:
    1XTreme
    3D Buzz
    AngelMapper
    Azimuth0001
    Barr
    BeyondUnreal
    BubbleDamage
    cr4zyb4st4rd
    darkelf
    Darkn3ss is QnL
    DarkSonny07
    Dickbird
    Epic Games
    Epic Games Community
    FK_Nero (Snake12)
    evilmrfrank
    Flak
    Holesing
    Hournces
    Littlerme
    Mr Evil
    PenPen86
    p00p_chuter
    SkaarjMaster
    Solarsys
    Stevie’s Corner
    The Last Team
    TheVoid34
    UDN
    UnrealPlayground
    V3rm0uth.eXe
    Waylon-art
    Wikkid****
    Willhaven
    Wormbo

    Extra special thanks to Wikkid****, Barr, and Dickbird!

    Click image for larger version

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    #2
    That looks pretty darn good, the name is fitting with the lighting from the screens
    Looks like very solid mesh and terrain work as well.

    I usually typically play CTF / vCTF (TDM & some DM) but appreciate all of the game types UT3 has to offer; I know these war maps can require a great deal of effort especially depending on the designers attention to detail, its very cool to see there is still quality stuff like this being released. Thx alot for your efforts. - We'll definitely give this a run on our 4-6 player LAN over the weekend.

    Comment


      #3
      Originally posted by tarnationsauce2 View Post

      Here is a repaired/working link to your D/L file ..

      http://dl.dropbox.com/u/71522349/WAR...Canyon_RC1.zip

      ((I assume you'll eventually correct that in the OP - so just in case for the time being))

      Comment


        #4
        Originally posted by 1XTreme View Post
        Here is a repaired/working link to your D/L file ..
        Ahhh thanks!!

        Comment


          #5
          I would like to see some war map from you...this one looks very wow and sexy its Epic style

          Comment


            #6
            Nice map! Love your terrain work and lightning as well.

            Only thing about this map would be the minimap.
            Ahh, more people should do the Minimap tutorial from Cr4zy ^^

            MINIMAP TUT CR4ZY

            Comment


              #7
              Originally posted by Darkn3ss is QnL View Post
              Nice map! Love your terrain work and lightning as well.

              Only thing about this map would be the minimap.
              Ahh, more people should do the Minimap tutorial from Cr4zy ^^

              MINIMAP TUT CR4ZY
              Actually the screens were from before I made the minimap. You have a keen eye! I should update the screens. Thanks!

              Comment


                #8
                tarnation, another tip for you, put your mapping work you've done till date in your signature part when you post comments that should make you a more less unknow mapper

                Comment


                  #9
                  Hi guys I updated the link in the 1st post to RC2. And I added readme / changelog to the description. Enjoy!

                  Comment


                    #10
                    final version will need screenshot, author name and numplayers in the preview shot of course; nice terrain, lighting and details as others have said; I also like the crystal caves, huge buildings, sunset, skybox, vegetation, rocks, water, bird sounds, music choice and distant images; gameplay is decent and not sure how I can get my bots to attack like I’m doing when the enemy core is vulnerable (they seem to do whatever). I’m looking forward to the final version though, even though I rarely play this gametype.

                    Comment


                      #11
                      Originally posted by SkaarjMaster View Post
                      final version will need screenshot, author name and numplayers in the preview shot of course; nice terrain, lighting and details as others have said; I also like the crystal caves, huge buildings, sunset, skybox, vegetation, rocks, water, bird sounds, music choice and distant images; gameplay is decent and not sure how I can get my bots to attack like I’m doing when the enemy core is vulnerable (they seem to do whatever). I’m looking forward to the final version though, even though I rarely play this gametype.
                      Yes the bots are bugged in RC2. I will fix it and upload RC2a soon!

                      In my quest for optimizing I made the floor mesh by the core block weapons only (because playes cannot get into the core room), but doing that made the bot pathnode not base on anything and therefore the bot network was stopped just before the cores lol.

                      Also good point about the map preview image. Thanks for the feedback and the compliments SkaarjMaster!

                      Comment


                        #12
                        omfg that map look good good work as alwas

                        Comment


                          #13
                          Initial post updated to RC2a to fix bot path problem.

                          Originally posted by snake12 View Post
                          omfg that map look good good work as alwas
                          Thanks man!

                          Comment


                            #14
                            looks good.........

                            Comment


                              #15
                              Well, I'd say if no one else has any issues over the next few days then this one is ready for final release.

                              EDIT: thanks for the changes in the final version!

                              Comment

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