Well, I took my time to tweak CTF-Sprinta3 "to the death". I always have some BIG problems with the botpathing (like the liftjump and the access to teh FlakC.).
I'll release it soon, 'cause I can't make it better .
As I'm close to be off with that Sprinta conversion, I thought about his cousin, CTF-DeepSprinta. I made a whitebox test (for the dimensions), then I tried the lighting/texturing (for the aesthetic).
(This one is undawata, with sharks all around, and bubbles slowly lifting to the top behind the looking glasses)
I'm converting q3ctf2, aka troubled waters in UT3. Looks great!
I like playing with stuff!
Last year (December), I was tired of making only CTF maps. I saw a thread (on Epic) where someone requested a conversion of VCTF-Avali(UT2004) to UT3. It's not going fast, but it's going pretty. A Nali themed map, with simmetrical bases.
looking good m8 :)...i ilke ur rocks under that lighting with that sort of fog...scaring!
AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop
Also my contribution to a Halloween contest. The challenge was to create a house themed with Haloween. A great source of learning.
CTF-MetalStorm2, another UT99's conversion of another CTF map.
Is there any links for downloading the top 3 maps in that Halloween competition?
They're not playable maps. I was intented to be presented with 3 "beauty shots".
I'll give you mine (redone in a DM map so you can walk around) Here.
I would have given ya 1st place!
Thanks a lot. Life is unfair, and the goal was to make a thread with the details of the progress. I ****ed up a few things with this challenge, and everyone who participated have learned a lot of things in a short amount of time.
I started with the idea of an asian house, but all I did the first week was wasted.
And the composition of my scenes are not that good, I didn't put everything at the right places. This is some kind of mess I could have avoided if I had taken the time to think about it like if it were a painting, or a picture from a camera.
I think about using all of this to 1. convert it to UDK 2. create a basement or an interior like I tried to. When I'll have the time. TOO MUCH WIP!!!
I am wondering did you make those pumpkin meshes yourself?
Here's my wip for the challenge. Go on page 2 .
Back in business with Q3CTF2, aka Troubled Waters.
The blue side has been copy/pasted. Almost everything is done, except the items placement and the botpathing.
I think that this map gave me a good workflow.
-- Edited by Foufoune_Rose on Monday 27th of June 2011 06:01:43 PM
(Comparison pictures added)
It's a bit OT here but it runs fine on Win7 x64 for me. I didn't even install it but copied a (standalone) game folder. If you don't have another OS to try add me on xfire Sly ;)Regarding the thread it is somehow messed up here too. I can just see the 2 pics from last post but that last screen has definetely some typically Q3 style, good work foufoune
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
First open beta for CTF-Troubled Waters 3 !!!
All comments are welcome. I will probably use this one in the next UOF mappack.
*downloading*Since my body decided that I have to stay home, I'll have plenty of time to test it. lolBtw, I recommend to link directly to the file, I can see your folder with all your WIPs
After playing your remake I partially recalled the original.Okay, here some feedback:First of all the visual part: Simply stunning. You managed to make this map asian-themed but you were still able to keep the Quake feeling by leaving the basic shapes and choosing fitting textures. And of course the lamps, they're awesome! Skulls do always fit into this Quake sheme).The little details are also well made, for example the health vials. They're not just "static" but they have some rotation to them which makes it look like they actually are "floating" in the water. A good idea! The particles in the middle part/junction are also nice details! I noticed that the smoke particles of the kickers disappear all of the sudden, they don't fade fast enough. You should take a look into that.The gameplay is well going but I feel like the kickers/jumppads in the flag rooms that shall boost you to the flags are a bit too weak. Sometimes I don't get on the plateau with the flag which makes it a pity if you have a bunch of enemies on your back and you fall down just a metre before the flag and get killed. The Bio Rifle fits nicely into the middle part but if you were going for an "original" weapon placement you would have to place a Flak Cannon there. However, since it's already in use I would leave it like that, the Bio Rifle is almsot like made for the kicker fun in the middle. I love to shoot them at the kickers and see how their bodies start vanishing in midair The Link Gun was a good choice as a Lightning Gun replacement.The botpathing is good, however, the bots tend to stay on one place while defending, even if there are enemies shooting at them. You should take a look into that. And the bots rarely use the water ways it seems.
PS: If you enter the base through the hole in the bottom and you're in the hallway with the two doors I would suggest to turn the bot around 180° because the bot won't see you dropping from above and is a way too easy victim.
Wow, that was fast .
Thank you a lot for your quickness Sly.
My first goal was to make that level with the more BSP I could, because I finally found that BSP makes the master race's maps. Better lightmap, better gameplay.
Like CTF-Sprinta3, I got some BIG problems with the botpathing.
For exemple, the doors are in "Touch Weapons", so that they don't block the AI path.
It's not a problem that they don't block the players (they're openning when a pawn is near) but it's weird that the bots don't understand that they can pass trough a mover like those doors.
I also added an AIDefensePoint, but the bots are grounded to it. Whatever, I can't make them looking like a human player. They're not agressive enough to venture into the ennemy base.
After some playthrough with the bots, it seems that the original map has a LOT OF GAMEPLAY FLAW. All that wasn't a problem in Q3 become enormous in UT3. I'll use the feedbacks, and modify the layout. The bot support is no more a priority.
No problem! I like to help
Well, as I said, I found some time today (feeling bad has some pros too lol)
Stevie's cornerA blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.All UT4 CTF custom maps. All UT4 remakes. UE4 links (guide, tut). UE4 resources, Software tools & resources.
I really like the layout, definitely worth a remake.
Some notes in rough order:
-Adding some edging around the pathways, would help give them more definition.-Door sounds are too long - exceeding the animation by 4-5 seconds.-The ceiling in the flack room doesn't match the walls - seems out of place imo.
-The enlarged jump pads emitter seems inelegant I would stick to the 1x version or go to the trouble of making a custom emitter - personal perference of course.-More contrast in the lighting, would improve atmosphere a lot imo.
-Nice water bubble, however I noticed they petered out before getting to the surface. As well they are some lacking around the health vials, not sure if that's your intention
-Perhaps more nitpicking but the fireflies seem a little out of place with - or would be better suited to a higher contrast environment.
Add some blocking volume to stop the player geting caught. (mirrored on the other side too).
Flickering meshes - stop the fight.
Small texture alignment issue.
Very nice progress. Look forward to seeing it come to completion. Good work!