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Post Info TOPIC: DM-1on1-Duality RC7 - final !!!!!!!!!!! [update 11/25/2010]


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RE: DM-1on1-Duality beta 3 [d/l][pics][update 07/24/2010]
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B3

Had a round on it, love all the changes couzin biggrin

The fact that you open up the map is really great.

Only thing I dislike is the green water / stuff. I found it quite hugly but since it's a beta it can only improve smile

BTW, is this map is for pack 2 or for a standalone dwn since it's in the public section confuse


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French cat under acid

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Bane the Zergling wrote:
just a few things could have been changed but I check beta 3 to see if the other guys pointed it out.


you can tell me now smile

 



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French cat under acid

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Odedge wrote:
English lesson for the day:  Instead of saying "I'm according to you", you might want to use the phrase "I agree with you". wink

thx ! aww

 



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French cat under acid

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stevelois wrote:
Only thing I dislike is the green water / stuff. I found it quite hugly but since it's a beta it can only improve smile

Indeed bleh , I will work on it (but it's hard to obtain a good result actually, damn...)


BTW, is this map is for pack 2 or for a standalone dwn since it's in the public section confuse


Standalone



 



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Connoisseur of Bourbon!

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No complaints from me except the green outside water M8!
Other than that...looks good and plays nicely with 3 combatants! beer.gif

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Lord_PorkSword wrote:
No complaints from me except the green outside water M8!

this is how it look actually :

screenshot00040y.jpg
@ Odedge : I have reduce the ramp (the yellow arrow)

 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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just tryed the beta3 and i have nothing to comment about layout & item placement; it s just perfect to my tastes :p

about the green water i like it very much but :
-pool:what i dislike is that it cast very very light reflection on the material around it; it dont looks right as the green water looks very bright

-sea:the sea is green and the sky is red: red and green are opposite colors and like all opposites u cant mix em;...hm...u can but u ll never obtain variations...only green and red...(it s especially visible with the green reflection on the red water)
though if u succed to add enough reflexion on the water u ll obtain a kick arse result; i remember i paint such a sky long time ago (green sky with a large red sun on horizon) and i liked the result very much; was giving a very strong feeling

dont hesitate to be louder than habitually on the setting of the lighting (reflexion light only:p) to get the same result as with non-opposite colors^^

a little idea; i dunno why but i thing that speed mooving clouds can give kick arse result on that red sky...; was going to suggest some green lightnings too

all in all i like the map very much and even if u dont touch it anymore it had go directly in my fav list....

in fact visually it ll depend a lot of what u are aiming: a realistic looking map ....or a total unreal athmo...my vote to the second possibility...of course biggrin.gif

thx for ur work and srry for long delay in that betatesting session wink.gif

-- Edited by Bl!tz on Monday 26th of July 2010 11:31:31 PM

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French cat under acid

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Bl!tz wrote:
just tryed the beta3 and i have nothing to comment about layout & item placement; it s just perfect to my tastes :p

great !

about the green water i like it very much but :
-pool:what i dislike is that it cast very very light reflection on the material around it; it dont looks right as the green water looks very bright

it's on works...

-sea: the sea is green and the sky is red: red and green are opposite colors and like all opposites u cant mix em;...hm...u can but u ll never obtain variations...only green and red...(it s especially visible with the green reflection on the red water)
though if u succed to add enough reflexion on the water u ll obtain a kick arse result; i remember i paint such a sky long time ago (green sky with a large red sun on horizon) and i liked the result very much; was giving a very strong feeling

I will try my best to work on to !

a little idea; i dunno why but i thing that speed mooving clouds can give kick arse result on that red sky...; was going to suggest some green lightnings too

Yeah, I have already think to that and start to look at some good cloud texture to archive that ;)

in fact visually it ll depend a lot of what u are aiming: a realistic looking map ....or a total unreal athmo...my vote to the second possibility...of course biggrin.gif

Me too !

thx for ur work and srry for long delay in that betatesting session wink.gif

np bro, YW ;)



thx a lot for feedbacks :)

 



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Unreal Old Friend

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first, hi to all :), im new. well i love the map but only have this thing:

http://www.imagebam.com/image/71252e90438860
-- Edited by Noob_Zaibot on Wednesday 28th of July 2010 12:36:49 AM

i dunno how put the imge here this the url


-- Edited by Noob_Zaibot on Wednesday 28th of July 2010 12:38:05 AM

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French cat under acid

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Noob_Zaibot wrote:
first, hi to all :), im new. well i love the map but only have this thing:

http://www.imagebam.com/image/71252e90438860



THX Zaibot, and good idea for the wall dodge smile

 



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Feedback-Master ..

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Noob_Zaibot wrote:

first, hi to all :), im new. well i love the map but only have this thing:

http://www.imagebam.com/image/71252e90438860


i dunno how put the imge here this the url




Welcome to the forums N_Z.  You may have to select the advanced editor button and in that there is a button that looks like a tree.  When you select that a little window will pop up and you can paste in the URL.  After that hit the Tab key and you will see the size of the image appear below (you can then change them to resize it).

@ Nova

That looks a lot better.  Now people should  be able to use that ledge and dodge off the wall to get the RL?

 



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Odedge wrote:
...Now people should  be able to use that ledge and dodge off the wall to get the RL?


it's the case yes evileye


 



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French cat under acid

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A little update from this map.

I would your feedbacks about the add of a teleporter and the use of the last upper level, do you think it's a "plus" to the gameplay or not?

On this pic, you can see the add of the teleporter and also the modifications to allow 3 wall dodge from several place :

screenshot00047.png

Download Beta3a1

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Monster Hunter

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RE: DM-1on1-Duality beta 3 & 3a1 [d/l][pics][update 07/30/2010]
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I'm a little behind on my testing and since vacation is tomorrow (BOOYA!) I thought I would get caught up.

So far I am really digging your map here. The red sky fits the dark metallic look well. I also like the Z-Axis oriented gameplay. Lots of passages fit my taste as well. I can't really say much design besides that I like it.

I did notice the lift was given default bsp materials. This may just be a problem with my PC, tho.

I really like being able to use the lift to super jump onto the roof area. It's a really nice touch. I might suggest adding a shield belt or berserk up there.

Great job M8!

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rathalos150 wrote:
So far I am really digging your map here. The red sky fits the dark metallic look well. I also like the Z-Axis oriented gameplay. Lots of passages fit my taste as well. I can't really say much design besides that I like it.

THX a lot !


I did notice the lift was given default bsp materials. This may just be a problem with my PC, tho.

Don't worry about that, it's because I don't have texture the lifts yet.


I really like being able to use the lift to super jump onto the roof area. It's a really nice touch. I might suggest adding a shield belt or berserk up there.

Yeah, take a look to the next version, coming soon, very soon lol



 



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So, let's try the next "very soon" version then :)

TBH, a teleporter for such a small map isn't good imo but will have a better idea after playing.

I'm not able to walldodge so you can't skip my future comments about that !

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French cat under acid

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DM-1on1-Duality beta 3a3 [d/l][pics][update 08/01/2010]
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A screen of how the sky & outdoor deco's looks actually :


screenshot00053.png

And the lighting of the "green slim" room :

screenshot00055.png




-- Edited by NOVA on Sunday 1st of August 2010 02:28:50 AM

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RE: DM-1on1-Duality beta 3 & 3a1 [d/l][pics][update 07/30/2010]
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Very nice my couzin :D

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French cat under acid

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RE: DM-1on1-Duality beta 3a3 [d/l][pics][update 08/01/2010]
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thx Stev !

New version available on first post ;)

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Cool, will try it in few mins :D

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Just give a go against 2 bots & it was fine :D

Gameplay wise, the new exterior opening from bio to the medium health is great & the visual progress is also good & the music track fit's very well.

Only thing that annoy me after a while is the Doom stinger (alliniation or something alike). It's cool at first but mixing the UT with the Doom announcements is rather odd tbh.

Keep it up, it's on the good way :D

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Diziz trully an asskicking sky...awesome!

the map remind me more and more phobos layout; wich is nice but result in a jump in the player count héhé
cant wait to try it out :p

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Ho, I forget to post that I supposed the green thing in the corner is the teleporter ?

If it is well, it's just en empty corner, I didn't teleport anywhere ?

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French cat under acid

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stevelois wrote:

Just give a go against 2 bots & it was fine :D

Gameplay wise, the new exterior opening from bio to the medium health is great & the visual progress is also good & the music track fit's very well.

Me say : smile


Only thing that annoy me after a while is the Doom stinger (alliniation or something alike). It's cool at first but mixing the UT with the Doom announcements is rather odd tbh.

It's come from Quake III arena, not Doom, personnaly, I love it, bring to quake atmosphere imo


Keep it up, it's on the good way :D

yep !


About the teleporter, don't worry about that, I will make something with that !

 



-- Edited by NOVA on Sunday 1st of August 2010 06:29:34 PM

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Bl!tz wrote:

Diziz trully an asskicking sky...awesome!

the map remind me more and more phobos layout; wich is nice but result in a jump in the player count héhé
cant wait to try it out :p




lol thx !

 



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A little update from this one (I have added a door on the 2 access of the exterior corridor, the next pic) :

screenshot00059.jpg

screenshot00066x.jpg


the flak room :

screenshot00063.jpg

screenshot00062.jpg


And worked on the design of the upper level :

screenshot00064s.jpg

And sorry for the delay in the beta test of your maps mates, I past all my free time to work on this map actually biggrin

bye !






-- Edited by NOVA on Wednesday 4th of August 2010 03:35:52 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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np bro ...and super lighting :p

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No worries my couzin, me to, working hard on my maps.

New set of pics look really good mt Seb ! :D

I really like those grids ! The lighting & the new materials fit's like a glove :)

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Connoisseur of Bourbon!

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Very very nice M8!

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French cat under acid

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RE: DM-1on1-Duality beta 5 [d/l][pics][update 08/05/2010]
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Thx mates !

Beta 5 is available, it's the last version before RC !

Download Beta 5


a shot from the Shock room :

screenshot00072b.jpg

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Nice progress dude, background rocks could probably use a better material though :P

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B5 already !

Damn, what about B4 ????

LOL

Nevermind, your a fast & furious mapper my cousin :D

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B5,

Really like the changes,

The triggered doors work like a charm, the best I know so far :D

Ligyting & other stuff as improve nicely.

1 thing I can suggest is to interchange the triggers before the belt appear / taken, it would be better imho.

I would focus on materials & outsides lighting for the next version.


-- Edited by stevelois on Friday 6th of August 2010 02:31:03 AM

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French cat under acid

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Thrallala wrote:
Nice progress dude, background rocks could probably use a better material though :P
yep why not, i will try, thx !

stevelois wrote:
The triggered doors work like a charm, the best I know so far :D

I don't have test with several bots in the map, but with one bot it seems to work well, plus I have remove pawn collision of the door in case of bugs with the trigger.

1 thing I can suggest is to interchange the triggers before the belt appear / taken, it would be better imho.

You speak about the sound when the belt appear/taken? It's set as it is on the Quake game, so it's not shock me but I can understand now that you tell me !

I would focus on materials & outsides lighting for the next version.

Yeah, some of them still need work !


thx cousin !

 



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French cat under acid

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I have finally decided to open the helmet room :

screenshot00084.jpg

And it looks like that from the outside (you can see also the new flack cannon base) :

screenshot00081a.jpg

-- Edited by NOVA on Friday 6th of August 2010 11:12:41 PM

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Impressive, new rock material looks splendid!, I like the green lights on the top of the building, last shot.

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Thrallala wrote:
Impressive, new rock material looks splendid!, I like the green lights on the top of the building, last shot.


he he, "eagle eye" !
I have effectively changed the rock material with a custom one, more close to something like "cold lava rock" ;)

yes, I love that green light too, I have put it to finish the "perspective view" when you look at the bulding from the flack spot as you can see below :

screenshot00083.jpg

thx ;)

 



-- Edited by NOVA on Friday 6th of August 2010 11:52:25 PM

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All better my Seb, really ! :D

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French cat under acid

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THX a lot "cousin du froid" biggrin

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yup it s really nice and the green light flash in that red...smile.gif

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French cat under acid

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thx !

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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just had a quick match on it and u did a nice job i like all the changes and the way u have mix red and green is nice and provide top contrasts...like always some comments on the points i like less:

-the horizontal line/limit red colored rocks | water/sea is very cutted and quite brutal
-the doors sound is very powerfull compared to the lift sound
-some inclined doors looks low poly
dual.JPG

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French cat under acid

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Bl!tz wrote:
-the horizontal line/limit red colored rocks | water/sea is very cutted and quite brutal

you right, it's fixed now ;)

-the doors sound is very powerfull compared to the lift sound

yep too, fixed !

-some inclined doors looks low poly

yep again, I will work on that too, thx !



I will post some new pics in few minutes ;)




-- Edited by NOVA on Monday 9th of August 2010 10:31:22 PM

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French cat under acid

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I have added shinning flickered stars on my sky, what you think about? :


screenshot00070t.jpg

And you can see how I have soft the edge/limit of the water and rocks :
screenshot00077u.jpg

You can see too I have worked again on the green ocean to give it a better resolution and a more smoothed render ;)



-- Edited by NOVA on Monday 9th of August 2010 10:49:04 PM

-- Edited by NOVA on Monday 9th of August 2010 11:03:54 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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woooooooooooahhhhhhhhhh......what can we think!.....superb :-p gj again seb

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French cat under acid

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lol thx, I think to lower it a bit, by looking at this pic I think this stars are a bit too much, or scale up a bit the stars texture so there will be less stars...

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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i like it as it is because it gives the feeling that the sky is in fire and contrasts nicely with the dark side of the map(water+rocks)
but u know me i m a bit excessive :p

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Updated pics again lol

added a cool Quake Logo in the lift cage here :

screenshot00078.jpg

And a "radiation" logo here :
screenshot00079.jpg

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French cat under acid

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Bl!tz wrote:
i like it as it is because it gives the feeling that the sky is in fire and contrasts nicely with the dark side of the map(water+rocks)

but u know me i m a bit excessive :p


oui trop !!! (et ta pas vu en "realtime", l'effet est bluffant !)

yes it's the feeling it's give effectively "in game", because the stars move slowly up and down like burning stuffs ;)

 



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UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



Connoisseur of Bourbon!

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I'm a bit l8 with testing but I finally gave B5 a try...
Damn the changes since 3 have taken ya map to another level! beer.gifbeer.gif
I love the new open look M8! Some of the openness surprised me, where I'd run around a corner expecting a dim corridor but then was hit with an open view to the back drop, which was great to see! thumbsup.gif

Everything seems to go very nicely with this map, and I like the faint green floor fog as well. It adds a nice touch to the visuals and enhances the feeling of the green goo!
The door is a great addition. I found it by accident LOL!

This has to be the most 'Quakey' feeling UT3 map to date! beer.gif

I can't wait to see the latest changes!

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