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Post Info TOPIC: CTF-BridgeOfFate-Beta2


...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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CTF-BridgeOfFate-Beta2
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CTF-BridgeOfFate

Version:Beta2

Description:

Description from BU archives:
Bridge of Fate is a large Capture the Flag map set in a moody cavern. The 2 bases are divided by a large canyon that runs through the middle of the map. There are 3 bridges that cross this canyon, one of which is broken, but the gap can be jumped over. The bases feature an enormous hall with sky-high pillars and a few other, smaller rooms. There is virtually no z-axis gameplay here, apart from the Flag room and the area in/around the canyon.

Another version of this map, made for Bombing Run, is BR-BridgeOfFate. That version is mostly the same, but the CTF version's side rooms around the pillar halls are not walled off in the BR version.

Bridge of Fate was the first Capture the Flag map introduced in the UT2004 demo version. Unlike the later CTF-FaceClassic, it never got too popular.


Comments:

Remake of the UT2004 map with importation of bsp part and some meshes (bridges/pillars/giant roots)
ToDo:Lot of adjustements on rocks; meshing on ceilings; some triming here and there


Screenshots:

bof1.jpg

bof2.jpg

bof3.jpg

bof4.jpg

bof5.jpg


Credits:
Bastiaan 'Checker' Frank for the original map
XtremXp for the converter
SebastienNova for static mesh importation and several other things
Thrallala for the lava material
Odedge for the flags meshes & materials
the UOF crew for support, help and betatesting



Download


-- Edited by Bl!tz on Friday 17th of September 2010 04:57:04 AM

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Drinker of too much beer

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Pics look good old fart. Im hoping to beta this week.
As always apologies for RL interference...lol

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French cat under acid

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Looks sweet nice Eric !

especially the 2&3 :)


I d/l it

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thx mates smile.gif

@seb:and thx again for ur help with meshes & collision wink.gif

@craig:np, take yer time bro; it s just a beta to show where i m going(athmosphere & size); lot of work still to do on diverse settings & adjustements & collisions &sounds + on the ceilings :D

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Hé hé, another remake in the work smile

Nice start biggrin

Since it's in the public section, I'll post it on my homepage, you never know aww


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héhé thx steve :)

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NOVA wrote:

Looks sweet nice Eric !

especially the 2&3 :)


I d/l it



I concur to that!  Pics 2 n 3 look very good M8!
I'll try and checkout today or tomorrow!

So ya not thinking of putting it in pack2?

 



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i had like but i have it in the beta section on Epics forum since 3 or 4 month...i never provided a beta though...i dont want to disrupt the "rules" but.....^0^...lol :-p

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Connoisseur of Bourbon!

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If noone's been able to play a beta then I reckon you could get away with it.
Just don't update the epic thread.  ;)

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This is looking pretty good so far M8! thumbsup.gif
Love the central area! It's a nice death trap if you get hit by the Stinger alt-fire mode and launched into the cavern below.

It's a shame you can't have hoverboards in normal CTF cuz I'd love to travel around on a hover board in this map.

I won't make any more comments as it's still early. Just FYI, one of the sides didn't have bot pathing to let them get to the other side so the bots never entered the central area. I ended up chucking in a few so I could get some action and I can tell there will be some interesting firefights in that central area.

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lol yeah it the first CTF...i have to figure how work exactly the botpathing
first idea was to do it in VCTF without vehicles but after some tests i m even worst with vctf botpathing...expect a vctf though ; if i succed to understand all that stuff

thx for comments and for trying it bro smile.gif
for the pack it depend of others point of view; thx f support wink.gif

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Bl!tz wrote:
for the pack it depend of others point of view...



lol , i guess that silence for answer is clear haha^^ i ll keep it out of the pack2 ....np... wink.gif

 



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About including any map in pack 2, I dunno why you ask that Blitz, the map is in the public forum so...

BTW, even if there is no comments from outsiders, the thread is accessible few times per day from my homepage so that's a good sign :D

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French cat under acid

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As for me, you can go with it for the pack 2 ;)

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crocodile dundee

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Pics look great m8 checking beta 1 out.

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Just give it a round,

I don't know about the map meaning that I mixed up with the other one.

For this one, I found that the scale is way to big. I fell like a "cucarracha" (une coquerelle) in this map. I would reduce the scale at least by 60%. I had to use the translocator all the time to get to the enemy flag & moving back to base take eternity on foot.

I know it's early but the space is huge & there isn't any cover in various places.

So I can't give you a really good feedback simply because the scale make the map way to boring & effect flow / gameplay in my case. By reducing the scale, I'm confident that it will be more appropriate for UT3 movement.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thx for trying it bro
i ll not change the scaling: this is a remake/bsp conversion of an existant map and i dont plane to name it "the bridge of blitz"...lol
original one was huge too and i think there s a public for that kind of huge open maps....lol...i know u re not a fan and prefer "cramped" maps
it take approxiamatively the same time to cross this one as it take in the 2k4 original
u used ur teleporter?well... rofl...nice! i think 90 % of the players do the same on this map...me too btw :p
for the empty space it s only a beta but i m not gonna cover all because i want to keep the feeling of "huge" size and again in RL it exists such huge empty constructions... blah blah blah....haha wink.gif
thx for ur comments

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French cat under acid

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finally got a chance to try it :

On the pic below, I think the water/lava material is too bright/shiny imo, I would lower that.
I also point to you an idea ; it would be cool to increase the contraste between the 2 parts of the map, I mean keep fire-torch and such on the red flag part, and  use only your blue light (and maybe frozen stuffs) on the blue flag part.

screenshot00077x.jpg



screenshot00079.jpg

screenshot00080u.jpg

As for the scale, it's ok for me.

Good job bro, I like it !

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-for the lava i sended the map to thrallala yesterday and i think he will/have add his "custom" lava to replace that....hm....red brighty thing :p
-for the separation red torches/frozen blue light it s what i did first but i have slowly add torches in the blue base too because i found the contrast red/blue nice ...but...if others dislike it i can remove the torches on the blue side (= better lisibility of the map)...so ...as ur opinion is important i m not sure to keep em now
-thx for the bot getting stuck i havent note that and i ll have to revisit the botpathing; LPS found others errors
-thx for the BV ; wasnt sure if i should use that hole like a "semi-trap" to slow players moove or just add a BV....fluidity first u re right here too wink.gif

i have several BV to add on the rocks because they never fit perfectly to the visuals on "oversized" SM; lot of adjustments & settings on SM ;water...and items

thx for ur comments & suggestions seb

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Heya, I intended on having the lava done yesterday and send the changed map file to you. However as I was finished with it, ued still had some linked textures from my map so it wouldn't save correctly and when I tried to fix it the editor crashed. I should have it fixed and uploaded to you tomorrow though.

While I'm at it, I had a look around the map and I do have a small comment. The mid area (where the bridges are) there's lots of yellow color, yet there are no yellow light sources?

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a big sun will be at the top of the map displaying rays on this "bridged" area (shadows/yellow light)...weird that u dont see that sun in the sky (the sky isnt done but here if i remember well i can see that sun) perhaps isnt the sun yellow...i will check and change it to yellow if it s a red one :p
np take ur time and thx a lot


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there is effectivelly a sun in the sky, but a "big sun", hum... its more a really small sun if I remember well rofl

Oh, I forget to mention that I really dig the music inside ;)


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lol...right i need to rescale it :p.....lil sun will grow up
i ve spend lot of time on the gfx install and i have work to finish so i m off for today...
tommorow ---> back to buisness to test seriously odes flags and that sun scaling
have good nite...or day all smile.gif

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Phew, finally got it to work. Sorry for taking so long, I had not expected so many obstacles haha.

Before you download it, you should probably use a simple plane mesh for the lava and not bsp. Also, the material has some opacity so you'll need something under the actual lava. Also, the lava will not look good unless you place some very bright orange/red lights above it so the rock walls get affected by it and so on.

Anyway, I hope you like it :)

http://www.mediafire.com/?31mdk5mdlfanb5a

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thx mate i ll try it after dinner :)
i ll give the link to ode so he can add in this one directly the flags

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Downloaded, will be checking this one out later today, should have some feedback after my upcoming tough work week. Cya.

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Thrallala wrote:

Phew, finally got it to work. Sorry for taking so long, I had not expected so many obstacles haha.

Before you download it, you should probably use a simple plane mesh for the lava and not bsp. Also, the material has some opacity so you'll need something under the actual lava. Also, the lava will not look good unless you place some very bright orange/red lights above it so the rock walls get affected by it and so on.

Anyway, I hope you like it :)

http://www.mediafire.com/?31mdk5mdlfanb5a



heya;

just have play with the lava and paste it on differents planes and i like a lot the result
thx for sharing that nice work mate

some questions burn my tongue :
-did u start from a water material ? the moove/ondulation is quite similar
-i can see a "line" sometimes in the lava is it the junction/jointure?
-the speed of the ondulation gives a nice feeling of very hot lava...full fusion and very fluid lava; just for the info do u think it s easy to slow thoses ondulations to give a feeling of less hot area; i think it can give nice variations: for example more fluid in the center in a kind of hole and applyed on the ring space mesh to materialise the borders less hot..with rocks bordering the hole...just an idea :p

thx for help and for ur time bro wink.gif

 



-- Edited by Bl!tz on Monday 9th of August 2010 01:38:21 AM

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Actually, most of it is from a Gears of War material (Immulsion), some kind of melted metal with high heat, slightly resembles lava. Had to change color of some textures, add some stuff, remove other stuff and get a few new textures to get it more lava like :P.

Heh, I forgot to fix that one. But it's simple, remove everything linked to the EdgeRamp texture sample (it's the 'upper' part in the material editor), you also have to remove the Add connected to Emissive and instead just go directly from the DepthBiasedBlend to Emissive. Let me know if you need more instructions for this :)

The speed of all different textures can me modified within the material, however I'm not skilled enough in the material editor to produce what you described.

I'm glad you like it and no problem at all, feel free to use it as much as you want :)



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its me .. i'm back

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Just read this entire thread a little better, i say hell yeah for pack2, just abandon your Epic thread and move this thread to the private section. That's my .02 any way bro.

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first post updated with beta2 link and picts :)

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Updated pics look great M8! worship.gif
That central area looks excellent with the foilage and banners hanging down! beer.gif

I'll check beta 2 this weekend! thumbsup.gif

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You should probably scale down the mid lava by quite a bit, and also add some really strong orange lights above the lava.

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Thrallala wrote:

You should probably scale down the mid lava by quite a bit, and also add some really strong orange lights above the lava.





yup; u re right smile.gif

@mick: thx wink.gif

 



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French cat under acid

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yep, last pics look good, I d/l it and test it asap ;)

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Left my feedback in the epic thread.

Especially since its so dead over there lately, i guess its safe to say obviously this map isn't going in pack2 since you posted in the epic thread or might it still? No worries of course, just curious.

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yeah i m not going to add it in the pack as some of us dont like the idea; no probs and thx again for ur feedback on epics forums :)

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Got it.

Sounds good bro, & you are welcome. :) Look forward to the next installment.

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does anyone know if it s possible/easy to change the material of the red animated triangle stock flag to turn it in blue?

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It most certainly is, you could either duplicate the material and add a color changing node or modify it's texture in photoshop/whatever.


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will try asap, thx smile.gif

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Yep Blitz, I did it in Fatima because the original material look to redish for my taste, just look how I made the material or just duplicate it in your map ;)

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thx steve i ll check that smile.gif

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New bridge models

bof_bridges_32eqjq2.jpg

 

 

A few older screens, showing visual changes:

a38402c293b3038af7fadgaiwh.jpg

 

757b9c3b3e4bd65931251cni1j.jpg

 

ac3959f7b5662f10e0bb41e87036ad7d361820ac51d385750e99cab0bda8eb606g.jpg



-- Edited by mAlkAv!An on Thursday 9th of February 2012 09:46:06 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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the bridges FTW!!!... :)
thx again^^

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Connoisseur of Bourbon!

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Kewlski!

Tha 2nd n 3rd pic aren't working for me though. :(

The new wall material looks superb M8!

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calculating Pi by hand

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Oh that's strange because the last three ones are all on mediafire. No matter, I just changed the hosting site, hope you can see them now.



-- Edited by mAlkAv!An on Thursday 9th of February 2012 08:42:07 AM

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Unreal Old Friend

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I think the bumpmap of the wall should be a bit weaker, it looks too round for such bricks. The profiles would need "heavy" bumpmapping, the surface of the stone not so much though, then it would look just leet!
I don't want to sound rude, it doesn't look bad at all, but that's just how I think it would look even better, because: Why should the walls be more affected by nature but the floor plates not?

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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walls are build with stones , "stone tiling" on floors often are more polished in such stuctures...i mean in rl haha


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Unreal Old Friend

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Well, I just think it might have a better transition if it were more "brick-like". Imo that would fit for such underground-constructions like in Bridge Of Fate. It always reminded me of some kind of sanctuary/underground cathedral or something of that kind which was built with a lot of efforts ages ago.

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calculating Pi by hand

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Sly, I made this screen several weeks ago just to show blitz the effect of a tweaked normal map for the bricks. Nor the floor material neither the wall material are final.
You are completely right, both don't fit together and the transition is bad.

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