A medieval castel on a big rock ; lost in the space close to the Orion's Barricade Remake of the UT99 map from bsp import & resizing with UT3 materials. Gameplay, scaling,Music & item placement identical to the original version.
Credits:
*Cliff Bleszinky for the original map. *XTremeXP for the converter. *The UOF crew for feedback,help & motivation. *Remus for his planet pictures pack. *Sebastien NOVA for the clouds material & mesh and for his help. *Lord PorkSword for the Hubble Textures "addaptation". *Hubblesite.org for their sky pictures. *My family for their patience and betatesting... *Epics for the tool.
this version is a "pure " remake with same gameplay as on original ut99 version. ....i hate jumpboots and i m gonna do a revisted version with a flying monkey gameplay and revamped visuals. so this one i m not gonna improove a lot; my target is hit imo and the feeling i have on this one is the same as on original...i ll be happy to have ur opinion ;)
-- Edited by Bl!tz on Wednesday 20th of January 2010 04:57:43 PM
Hey Bl!tz I've never played the original version of this map but it seems incredibly large for 6 players. I tried playing with both 6 and 10 bots. It was a lot of running around with nothing to do quite often.
It definitely reminds me of the old style of look though. Very well done on a remake (even though I haven't played that original level haha).
I bet with more players it would be a lot more fun. It ran crazy nice too. No frame drops haha.
Have you ever though of adding two flags and making this a CTF map? I know it's not made for it but it might be interesting :D
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Hey Bl!tz I've never played the original version of this map but it seems incredibly large for 6 players. I tried playing with both 6 and 10 bots. It was a lot of running around with nothing to do quite often.
It definitely reminds me of the old style of look though. Very well done on a remake (even though I haven't played that original level haha).
I bet with more players it would be a lot more fun. It ran crazy nice too. No frame drops haha.
Have you ever though of adding two flags and making this a CTF map? I know it's not made for it but it might be interesting :D
u are right on several points mate and especially on the player number and the "ennuyous gameplay" i had like to modify deeply the gameplay and to add a lot of visuals to this one but u ll always find some old fart to complain about the "too huge revamping" or "too far from original"
that s why i m gonna publish this one as it is with some work on botpathing ....(lifts and general "flow"
after that i m gonna revamp it in a deep way and the CTF addaptation is on the "totest" list i think the map can really fit for that gametype...another DM more personnal is sure anyway :p
thx for testing mate and for the usefull comments :)
-- Edited by Bl!tz on Saturday 30th of January 2010 06:41:55 PM
I can't remember the original myself but I like the layout! Got my arse kicked by skilled bots while playing...just when i thought I was getting good against skilled bots..
I had no real issues myself apart from the lighting felt a little basic. I assume you've kept the lighting in it's original state as well? If so then it makes sence.
If anything I would have like a directional light in there to cast a shadow or two on the top levels just to polish it off. Apart from that with the nebula and sun in the backdrop I'd say shrink the sun by 30-40% then chuck a lensflare on it as well to give it a nice shine!
thx mate yeah all lightpoints are in same place as in original ;) i ll try to build my first lensflare....and lets be crazy ...my first directional light :p
thx mate yeah all lightpoints are in same place as in original ;) i ll try to build my first lensflare....and lets be crazy ...my first directional light :p
@dies:thx for checking it out if u have time bro ;)
@mick:me using directional lights? nope i only use lightpoints and 1 skylight/map and 1 dynamic lightpoint/lift....if i understood the utily of using diff channels i still cant understand the bonus from directional lights....a point light casts light from one point to all the map....just like the sun...same for torches ;flames and lamps....what can do more a directional one?
...ok ok it s the only way i have found to keep fraps displaying a constant 150 fps in all the map .....lol(nervous lol:p)......buhuhuhuhu :p
I noticed a lot of the floor where you have used the tiles are not quite aligned properly. Also i didnt like the wall material. Maybe you can beef up the normal by multiplying it with a constant 3 vector and playing with the settings.