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Post Info TOPIC: Foufoune Rose


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Foufoune Rose
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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 hmm.

1302335952520.jpg

1302335952165.jpg


 



-- Edited by Foufoune_Rose on Monday 27th of June 2011 05:34:55 PM

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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).

Spoiler
.

(This one is undawata, with sharks all around, and bubbles slowly lifting to the top behind the looking glasses)

1302335952545.jpg

1302335952545.jpg



-- Edited by Foufoune_Rose on Monday 27th of June 2011 05:37:33 PM

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I'm converting q3ctf2, aka troubled waters in UT3. Looks great!

I whiteboxed all the level (I use q3radiant on my laptop for the reference) and tried the lighting/texturising today. The result is down there.
I'm thinking of giving credit to NoobZaibot, because of the use of the asian theme biggrin.


-- Edited by Foufoune_Rose on Monday 18th of July 2011 10:07:34 AM

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All 3 looking pretty good m8!
I really like the look of Sprinta3! beer.gif

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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.



-- Edited by Foufoune_Rose on Monday 18th of July 2011 10:09:11 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looking good m8 :)...i ilke ur rocks under that lighting with that sort of fog...scaring!



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Also my contribution to a Halloween contest. The challenge was to create a house themed with Haloween. A great source of learning.

1302339502302.jpg13023395025.jpg



-- Edited by Foufoune_Rose on Monday 27th of June 2011 05:30:39 PM

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Excellent job on that Halloween map M8! thumbsup.gif
The lighting, meshing and skydome all mix perfectly!

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Very impressive, that halloween themed map reeks of atmosphere :D

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Is there any links for downloading the top 3 maps in that Halloween competition?
It was a very well deserved 2nd place you got M8! I would have given ya 1st place! beer.gif


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CTF-MetalStorm2, another UT99's conversion of another CTF map.



-- Edited by Foufoune_Rose on Monday 18th of July 2011 10:07:04 AM

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Nice work on that Halloween map. I am wondering did you make those pumpkin meshes yourself?

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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!!! disbelief


I am wondering did you make those pumpkin meshes yourself?

Here's my wip for the challenge. Go on page 2 wink.

 



-- Edited by Foufoune_Rose on Saturday 9th of April 2011 01:24:30 PM

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Those textured pumpkin lanterns add so much character.

Your scene would make for a nice level. Be interested to see what you end up doing with it.

Thx for telling.

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yup, awesome job foufoune biggrin.gif

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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.

TroubledWaters3_b101.jpgTroubledWaters3_b102.jpg

 

http://filesmelt.com/dl/TroubledWaters3comparision1.jpghttp://filesmelt.com/dl/TroubledWaters3comparision2.jpg



-- Edited by Foufoune_Rose on Monday 27th of June 2011 06:01:43 PM

(Comparison pictures added)



-- Edited by Foufoune_Rose on Monday 27th of June 2011 06:09:55 PM

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never played the original but it s looking very good

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Looking good, can't wait to play it!

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Looks good!
But is it just me or is this thread somehow messed up?
All the pictures are gone except for the latest two and the posts look very strange.

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Looks great!
Can't remember the map but I'm sure I will after playing it!

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To be honest, I don't recall any of the Q3 CTF maps anymore... but I would really like to play Q3 just to be able to compare it, sadly Win 7 Professional 64 bit says "FU, I won't let you install it on this OS!"

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did ya try compatibility mode on the setup exe?

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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



-- Edited by mAlkAv on Monday 27th of June 2011 06:49:32 AM

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First open beta for CTF-Troubled Waters 3 biggrin !!!

http://unrealoldfriends.activeboard.com/t44018835/ctf-troubled-waters-3-for-ut3/

All comments are welcome. I will probably use this one in the next UOF mappack.



-- Edited by Foufoune_Rose on Thursday 21st of July 2011 05:18:18 PM

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*downloading*
Since my body decided that I have to stay home, I'll have plenty of time to test it. lol
Btw, I recommend to link directly to the file, I can see your folder with all your WIPs



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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.



-- Edited by Sly on Monday 18th of July 2011 05:23:19 PM

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Wow, that was fast aww.

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.

 



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No problem! I like to help biggrin

Well, as I said, I found some time today (feeling bad has some pros too lol)



-- Edited by Sly on Monday 18th of July 2011 06:51:41 PM

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I don't know about the original but will be interesting to play your remake. Will try it out asap. Pics look very nice.

I suggest you create a thread for that map only or put all the info in the first post so we don't need to scrool down all the blabla to found the link.

I want to promote your work on my website but I don't do it without a clear way to look for the browsers.

NOTE: there is no offcical "UOF map pack 3" & it's new content only (no public released content) unless there are some dramatic changes between an already public release & the "pack" private version.

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Btw, I just remembered that I forgot to mention something: The mirror on the ceiling is awesome! How did you do it? :O

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I really like the layout, definitely worth a remake. biggrin

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.

 

twba.jpg

Add some blocking volume to stop the player geting caught. (mirrored on the other side too).

twcf.jpg

Flickering meshes - stop the fight.

twav.jpg

 Small texture alignment issue.

 

Very nice progress.  Look forward to seeing it come to completion. Good work! 



-- Edited by Achernar on Wednesday 20th of July 2011 04:19:02 AM

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I think Achernar has covered anything that I'd add.
Relly nice job on ya meshing M8!
I really like the architecture in the flag rooms and the central area. All them curves are very nicely placed giving the map a nice unique feel!

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Hey Foufoune is here any download links for some or all thse great maps?
Thanks!

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