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Post Info TOPIC: DM-Valon [Pre-final]


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DM-Valon [Pre-final]
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Name: Valon
Game type: DM / TDM
Version: PRE-FINAL
Players: 6 - 10
Requirements: UT3 + patch 2.1 + Titan Pack
Story / Histoire:

Valon, a communication relay station between the city and the orbital station Cubicon, was once located on the roof of a building. Because of the city air pollution and electromagnetic fields generated by other communication towers, it was of the utmost importance to isolate Valon. Then, Valon was relocated in the upper atmosphere, well above the great city. These days, all Valon communication systems are fully automated. So no human intervention is required. Therefore, Valon is an excellent place to organize tournaments. You’re now in...

Valon, station relais de communication entre la cité puis la station orbitale Cubicon, était autrefois située sur le toit d’un édifice. À cause de la pollution atmosphérique de la grande ville et des nombreux champs électromagnétiques des autres tours de communication, il était de la plus haute importance d’isoler Valon. Par conséquent, Valon a été relocalisée dans la haute atmosphère, bien au dessus de la grande cité. De nos jours, les différents systèmes de communication de Valon sont entièrement automatisés. Donc aucune intervention humaine n’est requise. Par contre, Valon s’avère un excellent endroit pour l’organisation de tournois. Vous en faites maintenant parti...

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

Downloads:

GoogleDrive

Installation:

Extract the archive into:

"My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps" directory. If this folder is not currently on your system, you can safely create it. The archive contains:

DM-Valon.ini
DM-Valon.ut3
DM-Valon_LOC_int.upk

Details:

I wanted to build a map with complex brush work, something like I did with Amyrade but creating another design and using only custom textures. I've encounter few issues in the development caused by the high amount of brushes and their complexity. Many months of hard work as been put into this level. So now, I can say "Enjoy" !!! For the records:

Brushes: 3139
Pointlights: 2139
Spotlights: 90
Blocking volumes: 133

What is left to do for the final:

- Fix bug if any.
- Add the preview screen.
- Add the text file.



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Amateur UT mapper

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Looks very intricate and detailed, look forward to giving it a go. Will let you know if I find anything out of the ordinary. Glad to see your still building levels :)

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Padum Tsh!

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Yes, this looks amazing Steve. Trying this out tonight bro.



-- Edited by DarK on Monday 2nd of June 2014 02:43:03 PM

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Unreal Old Friend

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Holy Moly! Now take a look at this awesome looking map! Even by the fact it is mostly low poly map design, it is a good one. I mean, this map got:
+ vivid and lovely lighting
+ detailed textures
+ beautiful skybox
+ futuristic design
+ good structural design
+ and it makes a lot of fun to play this map. I personally can't get enough of this map. Gonna play the crap out of this, because I love good maps and I love Unreal (kinda obvious). Anyway, thank you very much for this awesome map and keep up the good work, buddy! :)

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Padum Tsh!

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Damn bro, you really showed what editor skills and experience you have in this map. I played a couple of rounds and I'm really impressed with your BSP skills.
Also nice use of the PK02 textures :) You amaze me every time over and over.

Texture wise and BSP wise were mega top notch.
I felt kind of intimidated by so much small lights at first, but after a while I really learned to appriciate all those small brushes :)
Very nice.

Gameplay wise was really awesome. Great mixing of height differentials and those staircases are really cool.

I felt like some powerups could really benefit the switch here and there:

- Where is the shieldbelt? :O With a UDamage, I did not really feel the 50 Vest being placed so central on such a big map.
The reward did not put out to all the dangers in this map.

There is a Vest, Thighpads and Helmet, which can give you 100 Armor if you manage to collect all three, but, chances are you are not gonna collect all three of those 9/10 times.
The UDamage is definitely the Powerup to get on this map, but I feel it was too OP right next to such a Medium powerup.
Shieldbelt would do much better here. But thats just my opinion :)

Once again, very nice Steve bro.









-- Edited by DarK on Wednesday 4th of June 2014 05:41:41 PM

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My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Padum Tsh!

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Oh I recorded some footage for you in 5760x1080 on DM-Valon.
Uploading it as we speak :)

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Above link is updated (:

 

My Levels for Unreal Tournament 3:

DM-Unlimited ~ DM-AnimusCTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-Jigoku


Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looking very good mate...cant try it for now as my ut3 isnt installed (full SSD +.+)
pictures are top notch.....like always

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Padum Tsh!

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Here it is! 

Ill take it down once you reach the final ^^



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Above link is updated (:

 

My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Padum Tsh!

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Lol I just noticed, I wrote the name wrong :') mega fail.

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My Leveldesign Portfolio
Above link is updated (:

 

My Levels for Unreal Tournament 3:

DM-Unlimited ~ DM-AnimusCTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-Jigoku


Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



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DarK wrote:

Damn bro, you really showed what editor skills and experience you have in this map. I played a couple of rounds and I'm really impressed with your BSP skills.

THX little bro biggrin

Also nice use of the PK02 textures :) You amaze me every time over and over.

Great. Indeed, his texture set look awesome smile I'm glad I can surprise you every time hihi aww

Texture wise and BSP wise were mega top notch.
I felt kind of intimidated by so much small lights at first, but after a while I really learned to appriciate all those small brushes :)
Very nice.

THX * 2 wink

Gameplay wise was really awesome. Great mixing of height differentials and those staircases are really cool.

I felt like some powerups could really benefit the switch here and there:

- Where is the shieldbelt? :O With a UDamage, I did not really feel the 50 Vest being placed so central on such a big map.
The reward did not put out to all the dangers in this map.

There is a Vest, Thighpads and Helmet, which can give you 100 Armor if you manage to collect all three, but, chances are you are not gonna collect all three of those 9/10 times.
The UDamage is definitely the Powerup to get on this map, but I feel it was too OP right next to such a Medium powerup.
Shieldbelt would do much better here. But thats just my opinion :)

Well, there is a rule about rewardy items and that is not placing them to close to each other. If there is a clear line of sigth beween them it unbalance the map, specially in TDM. I understand why you think the belt would be a better item instead of the vest but it would unbalance the map making only the UDamage area worthy and also would make a high skilled player to much powerful by collecting the best armor + the powerup. I already added the belt in the beginning for testing purpose but it wasn't good, gameplsy wise. Still, a good armor (vest or belt) was planned at the beginning and after many layout changes, the vest was the best choice aww

Once again, very nice Steve bro.

THX * 3 biggrin

And I'm looking forward the footage ! smile




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Padum Tsh!

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Footage is linked in this thread bro. Just noticed I typed the title name wrong :')
I'll rerender it tonight.

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My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



...

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Wow, that rez is cooooooooool biggrin

Your moving very fast too aww

But when your getting close to some walls, I notice you can see through the walls a bit confuse It's not supposed since there are BV all over those walls confuse

The video is very well made smile Love it !!! It would be cool to see a vid like that when I'll release the final if your willing to make another one aww



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Connoisseur of Bourbon!

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Very nice job on this one Steve!
Beautifully clean look! I got some good competition from the bots too!

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Padum Tsh!

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stevelois wrote:

Wow, that rez is cooooooooool biggrin

Your moving very fast too aww

But when your getting close to some walls, I notice you can see through the walls a bit confuse It's not supposed since there are BV all over those walls confuse

The video is very well made smile Love it !!! It would be cool to see a vid like that when I'll release the final if your willing to make another one aww


 Thanks big bro biggrin

Noo its not because of the BV! Its because UT3 was not made for these resolutions. Both monitors output their own 1920x1080 reso which often occurs in clipping through walls.

Yeah sure bro smile I'll make you another one for sure if you release the final! I'll take this one down for now.



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My Leveldesign Portfolio
Above link is updated (:

 

My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Amateur Level Designer

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Great map, awesome bsp work and a great sky. Layout is good, sound effects and music perfect.

Small stuff you might want to take a look at:
#@ Bio Rifle pickup, there's a lightmap issue @ the floor
#@ Tigh Armor pickup, there are two hiding places along the walls but they are both blocked (blocking volumes) if you want to keep them blocked you should have some kind of indication that players cannot go there
# At first I couldn't tell that the lifts where lifts and not a part of the floor. Personally I prefer Jumppads unless there's an essential liftjump to be made.
#Glass would look cooler with a custom cubemap texture
#Some of the stairs/steps are combined with blocking volumes to make them feel like ramps, I would keep them as stairs/steps.
#Why is the Sun static and not a Lens Flare? Usually Lens Flare usage is fine as long as they're located high up in the sky, that's my experience from using them anyway.

Top notch work as always Steve, I am very impressed with the BSP and texturing!

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Bl!tz wrote:

looking very good mate...cant try it for now as my ut3 isnt installed (full SSD +.+)
pictures are top notch.....like always


 

THX Éric biggrin

Hope you will try the final one day & let me know what you think of the map, gameplay wise aww



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Lord_PorkSword wrote:

Very nice job on this one Steve!
Beautifully clean look! I got some good competition from the bots too!


Hé hé, THX Buddy biggrin

Some my pathing isgood after all wink smile



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Thrallala wrote:

Great map, awesome bsp work and a great sky. Layout is good, sound effects and music perfect.

Great !!! biggrin

Small stuff you might want to take a look at:
#@ Bio Rifle pickup, there's a lightmap issue @ the floor

Yep, I know but I couldn't fix it, sadly hmm


#@ Tigh Armor pickup, there are two hiding places along the walls but they are both blocked (blocking volumes) if you want to keep them blocked you should have some kind of indication that players cannot go there

Those doors are simply to add some decoration. Gamepay wise, even if their wouldn't be blocked, it wouldn't add anything to gameplay and it's the kind of spot players won't use anyway imo. Beside there is a BSP issue in that section of the map so I can't really make those little spots accessible.


# At first I couldn't tell that the lifts where lifts and not a part of the floor. Personally I prefer Jumppads unless there's an essential liftjump to be made.

In most case, I too would prefer jumpad if liftjump can't be made. But for this map, I've decided to go with lifts.

 #Glass would look cooler with a custom cubemap texture

Agreed. But I like the actual simple look.

 #Some of the stairs/steps are combined with blocking volumes to make them feel like ramps, I would keep them as stairs/steps.

At fist, they was no BV for the stairs. They was simple rectangle and it worked fine, no BV was necessary. Therefore it looked to simple formy taste. I decided to make them look better but since the stair geometry is more complex, it cause the player to collide against them, making them useless. I had to add BV to make them work. but I do not like the stair effect when playing in third person so I prefer ramps to be honest. 

 #Why is the Sun static and not a Lens Flare? Usually Lens Flare usage is fine as long as they're located high up in the sky, that's my experience from using them anyway.

I had think about ading sun flares but I didn't feel it was needed. I love them in various theme but for this map, since the playground is located above the city, full of dense air & strong fog, it wouldn't be logical to see sun flares imo.

Top notch work as always Steve, I am very impressed with the BSP and texturing!

THX very much for the feedback m8 :) I greatly appreciate your suggestions. It's just that I'm done with this map & I feel it's timeto work on somwthing else aww


 



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Final version as been release here biggrin

Yé !!! At last, I'm done with this level smile



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