This Martian space station is caught between Mars and its satellite Phobos, resulting in a chaotic rotation. Fortunately, the gravity generators are working well enough to lend a fast paced rhythm to deathmatch. This arena is set in space, inside and atop a satellite orbiting the Phobos moon. It is considered by many people to be one of the finest deathmatch maps in the game. Through the use of well connected spaces, plenty of z-axis fighting and good weapon placement this map has earned its title as a classic, as well as a remake DM-Phobos2 (UT2004) and a partial remake DM-Deimos (UT3).
DM-Phobos is part of the challenge ladder. Here you will face Xan's team.
Credits: Respect & full credit to Cedric 'Inoxx' Fiorentino for the original version in UT99. www.spacewallpapers.net for the space picts. Stevelois for the dual enforcer tuto. The UOF crew for the help, feedback, motivation & frienship especially Lord Porkword, Stevelois, Thrallala, 1xtreme ,Sebastien Nova, Diesalot & Rathalos. All the guys from Epics forum for betatesting & feedback: coolcat22, Gussie[MK], MamiyaOtaru, Coreper, M^vL, Rhykker, WedgeBob, Molosev & TheFirestorm. Epic for the tool.
History: This Martian space station is caught between Mars and its satellite Phobos, resulting in a chaotic rotation. Fortunately, the gravity generators are working well enough to lend a fast paced rhythm to deathmatch. Addaptation of phobos from Cedric 'Inoxx' Fiorentino.
Comments: Remake of the UT99 original Phobos.
Description:An old scool map with lot of Z-Axis action. Low Grav on the "LG" version.Some extras like triggered lift and door.(like in the original)Original music include. Release Date: May2010
yeah thx m8; ill use ur tuto;actually i have succed to hide it in the skybox with a "fine" resizing :p..and i ll have to find a way to change the halo in red coloration ;)
it s a satelite and i want the whole sky in rotation ;i have succed to rotate the sky box; the planets ;the asteroids but i cant rotate the nebulaes(they are on some kind of planes) and i even cant reset their prepivot point..weird :p
You can attach all objects you want to spin to the skydome itself (they all need to be interpactor though) and then simply have the skydome rotate and the attached object will rotate like the skydome does :P
Playing this brought back some great gaming memories! A big thank you for porting this to UT3!
Will you be keeping this old-skool, or do you have lans to do a 'updated modern version'? If you are keeping it old-skool would you mind if I done a UT3 version later this year? (after I finish my current maps)
thx mick; in fact i m gonna change all materials for more detailed ones ; to build a new lighting and to add some trims here and there but i m not gonna change the athmo; the theme and the empty looking of the map i have import/apply some materials from utgoty to have an idea of what look i must find in ut3 stock materials and i m perhaps going to keep one or two only of them in final
i have imported the bsp and the weapons bases only; no textures and i have delete all botpathing and all lighting...in all ways they give bad result after conversion especially on this map with all thoses lifts and trigered lift
no probs to send ya the uncooked conversion mick; i m gonna finish this one theses days and u ll have a better idea of where i m going this one was for a global opinion collect on sizing/scaling but it s very alphaish for now on visuals ;)
u probably think that i have a lot of betas in the bag ... but they are all in good way and in fact i think i m gonna take a good break after finalizing all that haha
lol...yeah i was just revamping the sky and i cant succed to attach those nebulae planes to the starsphere; agree ...the asteroid are uggly i have lock the nebulae properties window and linked it with that green arrow in attachment base on the skysphere...but if i attach it this way the nebulae just not appear in game ; if i unattach it it reappear...lol...did i miss something/setting or do i use a wrong way?
other question...does it exist a mesh + textures to have a full planet: not that broken ****ty one or thoses half sphere...the satellite rotate actually around the broken planet but the junction is so uggly on this one(two half spheres paste together in a pure frankenstein style)...and it s stock planet/material...omg!
-- Edited by Bl!tz on Monday 22nd of March 2010 02:44:04 AM
Oh and did you also use the kismet options to attach stuff to the skydome? Wierd that it doesn't appear though, I never had that problem myself. But if it doesnt work, you could always leave the nebulas as they are. I'll take a look at it later tonight, I don't have access to my UT3 computer atm :)
no i t s the first time that i attach an object to another; i did it only via the mover properties/attachement (probably not the good way :p) and not via kismet....how do u do that ? lol^^ thx for help and for looking in yer ut3 when u have time i ll check dg unreal package for the planet mesh ;i have it on somewhere on my hd :p
Excellent, I'll download now and give it some testing when the download is finished (got really slow net atm so might take a few hours)
Oh btw, if you want any help with stuff like attaching nebulas to the skydome, I'd be happy to help out. Heck I could even write a small tutorial for it, useful stuff to know for future maps too :)
-- Edited by Thrallala on Saturday 27th of March 2010 10:07:58 PM
Excellent, I'll download now and give it some testing when the download is finished (got really slow net atm so might take a few hours)
Oh btw, if you want any help with stuff like attaching nebulas to the skydome, I'd be happy to help out. Heck I could even write a small tutorial for it, useful stuff to know for future maps too :)
Ait, played it. Noticed some stuff you might want to change-
Unless my memory fails me, I seem to recall some kind of low gravity in the UT99 version (only when outside though I guess), there wasn't any here... also made it pretty hard to get the sniper rifle :P
Can't walk up the ramp to get to the redeemer
There's a hologram of planet earth below a light mesh, looks kinda misplaced imo, the lightcone mesh for that light mesh isn't correctly aligned and there's a poster/whatever on the wall that has been mirrored (the letters are backwards :P )
Could use some trimming all over the place :D
While I think the original UT99 Phobos had a rotating sky, it was very hard on my brain/eyes here, maybe if you slow it down atleast. I remember some necris/axon remake of CTF-Face with the same issue although in that particular case the sky was rotating even faster, almost like one of those tornado like things you ride in a carnivale hehe. Also, the sun would look a whole lot better if you used a Lensflare for it, like Epic did in DM-Deimos or like I have in Rapidity/Incinerate ;)
it s weird that u cant get the deemer i have no probs there! ???lol..i m gonna try again to see if this version have a "bug"
for the gravity i ll compare to the original but i play it quite each day and i havent notice any low grav...if it was low grav i ll add here too i m gonna watch via the ut99 ed:) in original i think u can only grab the sniper with jumpbots or on the top lift spot
for the rotating sky it s around 50% slower than original...it was a pure shaker too :p no probs to slow it down again if it s really too speed
i ll replace the hologram corectly and same for its lightcone ; i have add it there in a last rush...my fault....i think i will put the "light" source on the ground instead of on the ceiling
for the trimming ill add some more but i m going to keep it as simple as possible to keep a max of fluidity in mooves
edit:
after verification there was no low grav on original and the only way to grab the sniper was the jumpbots
for the redeemer i was abble to grab it but from the top of the tower; i didnt notice that u can grab it while walking on that inclined surface...but in 99 was possible and here not....good catch
for the sky in ut99 it rotate a bit more fast and mars 2...not really reallistic with the halo behind the planet mooving with the planet...if the halo comes from a distant sun it cant follow the planet in that way...i ll probably keep it as it is with mars rotating but not around the station ;perhaps slower as you suggested
-- Edited by Bl!tz on Sunday 28th of March 2010 04:02:27 AM
Thrallala is right Eric, I don't understand how come you don't see the low gravity while it's a cool feature of the original. The original is low gravity indeed for toe outside part. While I don't have to much trouble to get the redeemer in the original, in this normal gravity is rather annoying.
In the original, I collect the jumpboots, jump & collect the redeemer with only 1 jump. In this one, I must try 2 & 3 time & sometime falling to death. Also, when I'm hit from an enemy, at least in the original, I have a second chance to land somewhere on the platform, thx to low gravity.
This map without low gravity for the outside part isn't fun for me, sorry.
A part the low gravity, you made some nice progress all around :)
I also found the rotating sky sphere to fast. Indeed, the original rotate quicker but it doesn't feel that much disturbing since the sky material is rather simple with only few stars. The material your using is much complex & bring me some "étourdissements" when I just watch the scene. I would slow it down by half for sure or use a more simpler material.
I saw you add some nice touches like the triggered lift with the cool female voice. I didn't saw a bot use it but it's a cool feature. I suggest you add some sign on the wall just beside the panel so players would know they can trigger the lift. I found it logic & easy but it's not everyone who as that kind of curiosity so putting a sign will hep for sure.
You might want to edit the glass material. It as that building in the background that doesn't fit at all with your map. I add the same issue in Station12 so just copy th material & get rid of those unnecessary nodes.
+I for the BSP trims.
I like what you did with the lighting & the meshing so far. It's cool to ear the 99 music track :D
Keep it up m8 :)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
lol dont be wrong it s not that i dont want low grav on this map it s just that i cant see it in original(rofl! i played it 3 times tonite to verify!)...is my ut goty fraqd? haha
i ll slow down the rotation and fix the weird glass reflects
for the female voice it s just the original imported as it s exactly the same type of commands to activate the lift :p....that s why i expect from peeps to push on the trigger/box
thx a lot for ur time & comments ; it confirm thrallalas opinions & feelings on some points and ll push me to fix em
New version is looking good M8! Personally I like the rapid rotation of the background. Makes me feel dizzy which I think is good for this map! However slowing it down will still keep the dizzyness.
Mars looks killer in the background and if I didn't know any better I'd say you've actually used the proper pic from the moon Phobos itself.
Regarding low grav...I can't remember if it's in the original or not, however it would be a great addition to the outside areas of this map!
I take it the sniper tower lift isn't working yet?
Last but not least, I think some areas could use a touchup of lighting, like near the orange holographic sphere. In that area there's no nice contrasting shadows. Maybe work your magic and chuck a mesh that casts shadows in some areas!
-- Edited by Lord_PorkSword on Tuesday 30th of March 2010 01:04:40 AM
thx for the feedback bro the top lift work with a trigger (touch the command box on the left/on the wall...as mentionned before i ll have to add some kind of indications) there s a "fireable door" at the bottom level...i m sure some of you will miss it :p for the rest i have to agree on all; i ll add some low grav outside as everyone who tested have mention that point and i ll push the decoration/lighting a bit more far for the rc
for phobos i m happy with the result too; it s phobos texture (the real one taken from mars explorer or like that ; by luck i found it on the net in monster sizing ; something like 2048x3072 or more...:p)... that applyed on the broken planet wich have a family looking but more angulous
for the rotation i like it too; u feel like on a boat and it s cooooool :p
hey mates i m gonna add some low grv on phobos but please can someone try the original another time; i have install it on 4 differents computers and IT HAVE NO LOW GRAV!!!...lol even through the ed i cant see anyking of grav volume...it have stock gravity on all the map
i ll be very happy if someone could confirm to me that i m not crazy :p
yeah steve i have edited the world properties (it s not exactly the same way on ut99) and i havent found any kind of differences with the maps using stock gravity + no gravity volumes... :p
i have no bugs on ut99 on the 4 pc (except a weird acceleration on mouse compared to other editions)...still have no low grav ...lol...nothing...
-- Edited by Bl!tz on Wednesday 31st of March 2010 12:39:33 AM
Come to think of it, UT99 Phobos did not have any low gravity at all. I always put on low gravity mutator while playing it though. However there was a UT2003/2004 remake where it had low gravity on the "outside" parts.
I'd still vote for low gravity on outside parts though, makes the map so much better. Besides, the sniper rifle on top of that little elevator is way too hard to get if there's normal gravity and definitely not worth the trouble imo :P
ROFL!....i know now why the original phobos hadnt low grav :p...the map have jumpboots and a lift with the top very high : jumpbots + lowgrav at the top of a jumplift just propulse u in the space and the station is more far than far....lol...I FLY!!...:p
the result is fun though and i cant wait to have other opinions
i have push the deco and i want to thx u all for the suggestion....it s really nicer so ;)
edit: i forgot to mention that all my proper footsteps sounds are gone for the stock one...no idea wtf but if i remember well ode had same probs on one of his map....ennuyous :/
-- Edited by Bl!tz on Wednesday 31st of March 2010 06:33:56 AM
.....first post updated with picts, link & read-me
it seem that rula prefer the LG....and me the normal grav...haha...^^
we (me lol^^) want it final as soon as possible to finish other stuff, so no big changes to expect but just a last run to see if all is ok for final, thx in advance
-- Edited by Bl!tz on Sunday 2nd of May 2010 08:41:03 PM
I can see you have both made a lot of progress in the map in there all.
It's a nice progress & since you want to finish them very soon, I'll comment on some little things which affect both versions.
- If you collect the shock, take the elevator just in front, when you arrive on the roof, just stay beside the right wall going forward, you get stuck. Look like a collision problem or a BSP error.
- The yellow / orange fan near the sniper elevator is rotating to slow for the ventilator sound. The sound need to be slower or the vent rotate faster.
- When you take that elevator & reach the top (sniper spot) I ear a wind sound. There is no air in space, the ambient wind doesn't fit there :p
In regard of the LG version, the gravity volume need more work. It's just to slow-mo. I suggest you make the gravity a bit less "soft" so the change isn't as abrupt. I had a hard time collecting the vest (wich is a piece of cake in the normal version) & was to easy kill while outside the base. Using the jumpboots is a good laugh, I had the impression I was going to speak with God to ask him if I can kill the bots. Dunno if something can be made. It's no an issue but rather very funny :p
Also, the maps in general are very dark. I had some difficulties to see where I'm going. I died a couple of time by "bad luck" because I didn't saw the bots coming. A bit more ambient light (skylight) will help for sure.
In all, I had some fun. They have that classic feeling so good job mates & I'm sure classic fans will like them very much :D
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
for the gravity it was the less bad setting haha^^ the one that allow u the more level to level jumps without sending you in the stars with the boots...but low grv boots and liftjump are definitivly too much for a simple monkey fly :pperhaps a transition grav volume between the two existant settings...
rofl for the orange rotating plate/light: i have accord all sounds to the rotation rythmin and on the last minutes i have reset it speed down....shame on me !
good point on the air noise i do so in all my map space it give the feeling of altitude even if u re totally right on the unprobability of such sounds in space :p
for the vest collect it s clear that u arent a flying chick :p..mwuhahahaha
last point is the skylight; the objective was a dark place inside and setting up the skylight gives horrible result on mars
we didnt have note the "stuck problem" on the top; good catch
Sorry for the trouble Thrallala... I have tried the link myself and it seems really to be broken.
I don't know if Eric has changed something on filefront or if it was Filefront itself which has again destroyed user files. Sometimes I have the feeling that someone is kidding us on Filefront...
thx for the link carsten; no idea what happened again with that random filefront ! i m reuploading it...i havent touch anything and cant dl it myself from first link :( yeah filefronts guys seem to be a bunch of jokers :p
@thrallala: i cant agree on the version... haha...if it seem effectivly more "natural" to have low grav there i prefer the normal one for 2 reasons: - first it s a remake and it s like on original - the map is more interesting in normal grav and the exact word that come to my mind is "violent"....not that i like violence but here it fit to the situation (need more than 6 bots on high skill....pure blast imo) + u have to take care on all mooves+ the triggered lift dont make sence if u can jump without damage from the top towaa + it makes the jumpboots obsolete or too powerfull in several occasions...i ll probably never replay the low grav version...except if one of my ut3 partner ask it to me +.+
-- Edited by Bl!tz on Tuesday 4th of May 2010 02:58:13 AM
thx for the link carsten; no idea what happened again with that random filefront ! i m reuploading it...i havent touch anything and cant dl it myself from first link :( yeah filefronts guys seem to be a bunch of jokers :p
You can of course also use my link in first post for map download. This download should be faster than filefront. It will be available until the map(s) are final.
Filefront: I remember that I have tried a lot of links posted in the Epic forums for custom materials and some other useful things, but only 1 of ~10 links was working. All other links on filefront were broken. It's a shame what filefront does. Filefront + Mediafire are the worst file hosters that I know - absolutely not reliable.
-- Edited by rulaman on Tuesday 4th of May 2010 08:17:34 AM