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[PC/PS3] DM-Malevolence-LP v1.2 [Final] (update March 14th 2014)

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    [PC/PS3] DM-Malevolence-LP v1.2 [Final] (update March 14th 2014)

    Name: DM-Malevolence-LP
    Version: V1.2 Final (as in the 3rd final version of the map)
    Compatibility: PC & may require titan patch

    Description: Remake of my all time favorite duel map i've done for personal use a couple of years ago.
    Suitable for DM/TDM up to 6 players but built with duel in mind (no power-ups, only armor)
    Remake of DM-Malevolence for UT99 by Rich "Akuma" Eastwood.
    Visuals heavily inspired by DM-Edge (Comp map pack) by Scott "Cr4zyb4st4rd" Coxhead with the textures pack on http://cr4zyb4st4rd.co.uk/.

    Screenshots:
    Rox


    Flak/Pads


    Shock/Belt


    Stinger/50a


    Sniper


    Link


    The 1.2 changes are aimed at play smoothness and Duel balance.

    --------------
    Changes from version 1.1 to 1.2
    --------------

    Gameplay :

    - Removed player collision on wall lights. Weapon collision unchanged.
    - Removed player and weapon collision on ceiling lights.
    - Rox room doorways revamped, they are now larger and look less weird.
    - Belt jumppad air control changed from 0.05 to 0.2
    - 50a stairs reflect projectiles like a ramp.
    - Belt grid frame now blocks weapons. The center still let you shoot through it.
    - Belt sideways are 1 floor tile larger. Belt area has slightly changed in consequence.
    - Enforcer replaced by 3 vials. Enforcer ammos next to the bio are still present.
    - Slighlty moved some ammos.
    - Spawn points revamped. There are now 2 spawn points per weapon, each one being at the same distance than the other. It adds a bit of randomness to the spawns.
    - A small wall have been added outside the map between the Rox room and the Shock/belt room to remove the easy invisible lobbed shoots from Rox to belt.
    - Removed the 3 pillars around the 30a.
    - Blocking volumes, as in a lot of them. Every wall should be covered, and there shouldn't be anymore problems with wall-dodge in the angles. Thanks to Neillithan for the tip.


    Audiovisual :

    - Removed the water reflection effect because of framerate issues.
    - Added a neon above the FLK tag.
    - wall fans rotate in the right direction now. Big deal for me
    - Doorways revamped.
    - Added a couple of lights here and there.


    --------------
    Changes since DM-Malevolence-LP v.1.0
    --------------

    Gameplay :

    - Water volume in the Enforcer corridor to give a sound cue about players' position. (It was missing hard)
    - Sniper ceiling changed. (No more Flak bouncing while being safe).
    - Belt area is a bit wider.
    - Door frames of the Enforcer's corridor changed.
    - Small changes on path nodes, now the bots time the armors more accurately and take the 30a more often.

    Audiovisual :

    - Water pouring from a destroyed pipe in the Enforcer's corridor. The corridor is drowned and there's a reflection on walls/ceiling.
    - New custom jumppad with slighlty modified emitter to better fit the map.
    - Physical materials set and ambient sounds around the map have been added. (Thanks to Stevelois for pointing out the lack of sounds)
    - Some sparks on defectuous neons.
    - Vents in the background.
    - Link and Sniper ceiling changed.
    - The weird-shaped trim on the ceiling of the corridor from Flak to 2x25 healths have been fixed.
    - Realigned some textures and trims.
    - Materials overlapping on grids fixed.
    - Some door frames changed.
    - Lighting reworked to look a bit more subtle.
    - Some optimisation on materials.


    Downloads v1.2 :
    PC : Mediafire Galaxypugs.com (thanks Neillithan for the backup) Utzone doesn't seems to upload it.
    PS3 : Mediafire


    Previous downloads:
    v1.1 :
    PC : Mediafire
    PS3 : Mediafire

    v1.0 :
    PC :
    Mediafire
    utzone.de

    Server :

    Available on Marty'sCarnageCompany's server, thanks to M^vl.

    Thanks:

    - Scott "Cr4zyb4st4rd" Coxhead for the textures, the sky and DM-Edge on which the visuals of this map are heavily inspired.
    - Rich "Akuma" Eastwood for the original DM-Malevolence for UT99.
    - Stevelois for the Enforcer pickup tutorial.
    - Nawrot for helping with the trims' specular bug.
    - Everyone that helped with feedback.
    - Everybody that plays this game.
    - Epic Games for this awesome game.

    Personal comments :
    I learnt a lot of things making this map ready for release and encountered lots of non-expected problems that i will not make again. All in all it was a good thing for me to release it and i'm happy to move on from this map.
    Feel free to rehost it and send me the download links, i'll add them here, the same goes for the servers.
    Thanks all and have fun.

    #2
    I didn't play the final yet but I must say that it look like a really nice remake

    Will try it asap & THX for release the final

    Comment


      #3
      this map is cr4zy good lookin'

      nice work

      Comment


        #4
        I have a feeling I've already seen those textures somewhere...

        Whatever, thanks for the map!

        Comment


          #5
          Final 1.0

          So I had a bit of time to play your map tonight

          Really like the map overall and you made a really nice remake

          Therefore, it miss some little touches imo. I found some stuff that need to be fix / enhance.

          The actual geometry (red) is very abrupt. It need a border, a box if you like (yellow) so it look like a nice edge :
          [screenshot]http://imageshack.us/a/img4/7412/04n0.jpg[/screenshot]

          Text in the pic :
          [screenshot]http://imageshack.us/a/img202/3162/ac0i.jpg[/screenshot]

          Text in the pic :
          [screenshot]http://imageshack.us/a/img29/9864/7gev.jpg[/screenshot]

          Text in the pic :
          [screenshot]http://imageshack.us/a/img27/7408/yfgn.jpg[/screenshot]

          If you intent to re-release another version (1.1 for example), it's a keeper for me.

          THX again for this great remake !!!

          Comment


            #6
            Thanks for the feedback

            For the first pic i couldn't find a satisfying solution, at first there was a rectangular trim but it cut movement when one was dodging from the health packs.
            I've tried playing a bit with the ceiling height but it looked weird and a high ceiling gave an incentive to wall dodge and the result was the same, plus it removed the confined space attractive to the Flak.
            Moving down the Health packs' floor gave a slope a bit too steep on the upper ramp.
            I'll try moving things around to get something more polished on this trim

            The jumppad was intently low tech for an arena built in 23XX. I'm actually working on a more sci fi looking map and will work a lot more on emitters, i'll try to make something more fitting at this time.

            I didn't thought or heard any feedbacks about the sounds but now that you pointed it the map is kind of lacking on them. I'll fix the materials and meshes sounds and maybe add a couple of ambients.

            I've noted the bug on the grids too. It will be fixed at the same time.

            Thanks again for the feedback.

            Comment


              #7
              I'm happy I can help you out enhance your map & to read your gonna release another version

              Looking forward the updated final

              Comment


                #8
                The map have been updated :

                --------------
                Changes since DM-Malevolence-LP v.1.0
                --------------

                Gameplay :

                - Water volume in the Enforcer corridor to give a sound cue about players' position. (It was missing hard)
                - Sniper ceiling changed. (No more Flak bouncing while being safe).
                - Belt area is a bit wider.
                - Door frames of the Enforcer's corridor changed.
                - Small changes on path nodes, now the bots time the armors more accurately and take the 30a more often.

                Audiovisual :

                - Water pouring from a destroyed pipe in the Enforcer's corridor. The corridor is drowned and there's a reflection on walls/ceiling.
                - New custom jumppad with slighlty modified emitter to better fit the map.
                - Physical materials set and ambient sounds around the map have been added. (Thanks to Stevelois for pointing out the lack of sounds)
                - Some sparks on defectuous neons.
                - Vents in the background.
                - Link and Sniper ceiling changed.
                - The weird-shaped trim on the ceiling of the corridor from Flak to 2x25 healths have been fixed.
                - Realigned some textures and trims.
                - Materials overlapping on grids fixed.
                - Some door frames changed.
                - Lighting reworked to look a bit more subtle.
                - Some optimisation on materials.

                Screenshots and new download link on the first post.
                Thanks everybody for the help and feedback, have fun

                Comment


                  #9
                  thanks buddy!!

                  Comment


                    #10
                    Cool, does it have the Forgone music from UT99?
                    I really want to try but I only have the PS3 version.

                    Comment


                      #11
                      Wow, nice list of changes from 1.0! Will be trying this out shortly.

                      Comment


                        #12
                        Got a chance to try out the changes tonight. Really nice updates - definitely a keeper for sure! Would have been nice to have Foregone in there for us sentimental types but Barballs version already has that. Puttin' this baby on up on the server in the LP bin. Thanks!

                        Comment


                          #13
                          Gald to see you update the map This is a good list of enhancements !

                          Will try it out shortly, sound like a keeper héhé

                          EDIT

                          Very nice update

                          All updates are welcome, I like them all and I must say it's a fine remake, a must in your collection !!!

                          The only issue is that the decals using the water caustic material are disappearing when your getting more far away. Often caused by the priority that asn't been set in the decal actor when lot's of decals are overlapping. Still, I can live with it

                          THX for the update !

                          Comment


                            #14
                            Glad you people like it

                            @ShrapnelAD : I checked how to cooked for PS3, i should put a link for PS3 soon, maybe this week-end or the next one, because it takes ages to upload with my connection.

                            @Stevelois : The water reflection was something i pulled out near the update time so i didn't test it deeply, it was looking good enough for me, didn't catch the eye during a fight and didn't killed too much the framerate on my old computer so i decided to go with it.

                            @ M^vl :
                            The ambience being different from the original and having a faithful remake with Foregone available i chose to use another one.
                            I've also updated the first post with a link to Marty's Carnage Compagny for the server. PM me if it bothers you.

                            Comment


                              #15
                              Originally posted by PlayForGG View Post

                              @ M^vl :
                              The ambience being different from the original and having a faithful remake with Foregone available i chose to use another one.
                              I've also updated the first post with a link to Marty's Carnage Compagny for the server. PM me if it bothers you.
                              No worries, thanks for the mention.

                              Comment

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