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:
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
@seb:and thx again for ur help with meshes & collision
@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
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
This is looking pretty good so far M8! 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.
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 for the pack it depend of others point of view; thx f support
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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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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 thx for ur comments
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.
-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
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
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?
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
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
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.
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.
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
-- Edited by Bl!tz on Monday 9th of August 2010 01:38:21 AM
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 :)
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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#uck the laser pointer .. I use a stinger mini-gun .......
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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#uck the laser pointer .. I use a stinger mini-gun .......
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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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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?
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.
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.