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Post Info TOPIC: DM-Barricade[Beta1/Picts/DL/18/01/10]


...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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DM-Barricade[Beta1/Picts/DL/18/01/10]
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DM-Barricade



NumPlayers:

6 to 12 players 

Description:

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.

Pictures:














DOWNLOAD

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

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crocodile dundee

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Interesting I give this one a try.

-- Edited by Bane the Zergling on Monday 18th of January 2010 08:18:50 AM

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Unreal Old Friend

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Hey Bl!tz I'll check this one out tomorrow and let you know :D

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Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)


Unreal Old Friend

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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

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Motivation is tangible.

Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)


...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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quaal wrote:

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

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Connoisseur of Bourbon!

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Dunno how I missed this one??
I just found the post on epic, and will DL it and check it out sometime in the next few days!



-- Edited by Lord_PorkSword on Tuesday 9th of March 2010 01:21:33 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thx mick...:)

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Connoisseur of Bourbon!

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Had a good run on it finally! smile

I can't remember the original myself but I like the layout! biggrin
Got my arse kicked by skilled bots while playing...just when i thought I was getting good against skilled bots.. no

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!

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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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

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Connoisseur of Bourbon!

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Bl!tz wrote:

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



Lensfare info here http://unrealoldfriends.activeboard.com/forum.spark?aBID=132572&p=3&topicID=31809093

Regarding a directional light you've used them in your Hirax map I reckon!

 



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Drinker of too much beer

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dohashamedashamedashamed

DL now mate...sorry im late.
You should imform me of progress old monkey


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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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@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



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Drinker of too much beer

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Nice remake old monkey.

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.

All in all good job old mate.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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thx craig; i will try to align....in fact, i havent note that it wasnt :p

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