- feel free to comment about potential gameplay + weapon placement ideas, i have started ripping up the scene for UT3 gameplay, there is alot more variation.
- @ Bl!tz... your saying epic cars looks bad?
-- Lol yeh i know + i totally agree LOL.
- sorry epic hehe
.....but did you notice i added real collision to it ?
*HU_City {Plus}
- step 1 * Exported + added new collision + new UV's,
- step 2 * i need to ... make new materials and do cubemaps -
check the progress notes; Cubemaps are not yet done, but i will keep you posted ...
** If you use the new Epic HU_City cars content, you can create an alpha for the windows and make your own cubemap, i just do my cube maps last becuase i like to have the the map complete to Render2Texture.- same for the glass.
^^ The HU_CityPlus content can be released after the map is complete. New cars will be texture wrapped.
Thanks All
p.s. if anyone still plays ut3 ... War-DowntownPlus is now on my server
- atm it just has tank blocking volumes where they should be [steps at prime nodes]. some changes to ascetics and ammo counts etc/ more will come each month
-- Edited by TKBS on Friday 5th of March 2021 11:48:13 AM
I dont know if this is based on a realistic floorplan yes or no, but this is coming from the pictures:
Your meshes look good, although either the specular feels just a tiny bit too bright and normal feels abit to strengthened in comparison to the brick texture on the walls.
I also like the decals. Nice job on those. The orange arrow seems too bright to not be lighted by a light source though. A somehow smaller amount of emissive would somehow help its purpose to act like a Decal.
Not much to notice further then some small texture misalignments (Check spot on the open ceiling just above the Level 1A Decal. A vertical line in the BSP source is visible)
Looks like a nice and cool map, but I wont play it until a definite beta. Just for the sake of not destroying the purpose of a WIP :)
- im not sure when this map will be done, i also know it can be lame to download files and test, that being said i will still update progress [even if small] as i only get small windows of time for mapping and always appreciate Input [like Johnny 5]. - if only because knowing a receiver is out there keeps me mapping.
- when this is finished ill be glad to see the end of it and never use it.. lol- [you all understand what i mean right?]
@ DarK - thanks for the comments- that's exactly what i was after-
1 thing- the line you talk about- is the known issue- and if you fix it- then i will buy you roses.
* i currently have concerns about gameplay at this time.
* One Thing i did with DM-Roughinery was make different contrast textures for the walls [light and dark]- i will do similar with this map only an optimsied version. - i will also be using shader variations on every wall area, to more accurately relfect speculars [based on light scene], by added colour and varying values dependant on wall/ lighting affecting said area
* Remember everything you see... is either Mirror's Edge content - or a complete replica/ remake, whether it be textures, mesh, or shadows. Stock ut3 mesh [like the arrow] will be improved i promise.
- sometimes i have completely remade a texture from scratch- also alot of content is still the ME stuff with only minor changes - Credit is only due to me for the immense amount of time and effort it takes to replicate this stuff and hopefully improve/ integrate it correctly into UT3 -[which sadly- may not be good enough i fear]
-- Edited by TKBS on Monday 29th of April 2013 08:04:32 PM
-- Edited by TKBS on Friday 7th of June 2013 11:45:09 PM
just an image update for now but i am hoping to get beta 01 out by the weeks end - i have a few days off -so i get paid to make maps for 4 days yay :)
*need to practice my putting first those guys - standard getting old activity :)
-Thanks for being on your to-do list SteveLois :) - But you can wait until the playable beta is here - i just hope i got the map right.
Map Info
- Its a decent sized map;
- maybe mid-range player count
- reasonably simple bot paths so should be no problems with bots,
- a million problems with mesh i just cannot fix and finally i had to admit defeat.
- i think when the beta is complete i will consider that as step 1- and then start again from there to see if this can become a real map, but so far im happy with the way its going
-- Edited by TKBS on Friday 5th of March 2021 11:48:48 AM
Thanks for the reports, the map downloaded for some people, not for everyone, i cannot explain this.
Spoiler
- After play testing in a few Duels; there is a strong desire for 'another tier' or 3rd layer to the map. - The only thing i can think of is to make a map with '2/3 worlds' similar to how epic made 'DM-Gateway'
* Im not sure which approach i shall take, but the map is currently available on the "UT3 PhysX server", but with no re-direct and a 110mb file have patience.
Gameplay- * Some things worked well, - such as pickups fairly central and easy to obtain. - power-ups mainly on the perimeter & at dead ends.
- however for duelling it requires more variation
- If i made another area like DM-Gateway, i would make a small park/ flora area in an inner city setting & possibly a courtyard within a skyscraper scene.
- Thoughts please
-- Edited by TKBS on Friday 7th of June 2013 11:45:41 PM
GameFront crap did not work for everybody So i continued to work on the map, then realized its crap lol.
Gameplay needs alot of focus
* Weapons need moving
* i want another level/ layer - but needs gameplay testing first..
* 1 Room [near the lil foliage area] has lame lighting, sorry- i just forgot about it.
- Glass effects are not what i would like.
{for now its my old kismet with 1 new idea tested (animation in 1 instance)}
- im not sure whether i should use code or stick with kismet or use animation-- mainly because kismet is within the map and not an additional file and animation is a mission.
^^also cubemaps are fing annoying/ coudl be improved maybe
- Lifts are now "E"functions with absolutely no indication of this .. and the lifts have no doors, again sorry these just have been left until the very end.
feel free to comment as you like [a to-do list if u will] but consider the above first as these are effectively my to-do list
-- Edited by TKBS on Friday 5th of March 2021 11:52:57 AM
just tryed it, mixed feelings about the gameplay though, this kind of layout remind me games like fear and others shooters i liked some of your ideas and others less i found very fun to jump on the trucks then i asked to me why i did it as there was nothing to collect there...same reflexion when i was Inside em.... as in some place u have too long alignements of health vials perhaps can u dispatch em in and on the trucks to make the climb more attractive... i dont like too much toses vials alignements, it s quite unbalancing the match ...espacially when u add a helmet near them (overpowered places+ easy spot to camp and kill @ the end of the corridors with the portal)
some shadowing are very nice (the shadows on the cars through thoses grids is superb)
i was surprised with the lifts...they dont work (or i didnt find the way to get em working)
some détails i didnt like:
here wood on one side tiling on the other...without triming....
classic glasses would fit better imo
ROFL: how did u succed to drive that truck there? some magic?
nice map u ve got there, if u succed to organize a lil more the gameplay (item placement mainly and more z-axis imo)
texturing is original and add something new to this old UT3, thanks for your work and for sharing, keep it up
-- Edited by Bl!tz on Saturday 18th of May 2013 03:58:14 PM
lol @ your last image- { i realized that a long time ago and hoped no-one would notice- LOL}
Spoiler
Improvements are as Follows: 1. Height increased to touch the Orange trim, this is now tall enough to fit the truck :) 2. Helmet by the vials is gone now 3. slight alterations to geometry 4. cleaned up that trim you put a "?" -
p.s. the world is not perfect- lookaround you rarely see perfect geometry and trim, we use buzz sores and tools - not lasers to create bricks
* Lifts work fine- {{read the above post... or maybe i was not clear }} :) - to save you the effort, i will repeat myself.
- Press E inside lifts to use them, no visual signals to show you this and no doors.
- everything else you said has been addressed * More z-axis would be making the map something it is not supposed to be. ** Scraper-Lobby is Z-axis gameplay, ** Scraper-Deck is not.
Thanks alot Bl!tz - map is alot better after putting in all the stuff u said :)
-- Edited by TKBS on Friday 7th of June 2013 11:46:19 PM
haha...sorry about the lift, E is my rocket launcher key....i use F to activate things....my fault...i need to read deeper and to take my pills in time +.+
sure i ll can post some ideas about weapons placement, will do later asap ....kind of familial surbooking today
by more Z-Axe i wasnt expecting from you to revamp the whole map....hopefully....but just to add some details like things to collect on the trucks or on this famous orange trim for example.....and to get the lift working....of course....aye, the geometry wasnt done for flying monkeys
- i drop a beta back without releasing so that i can ensure improvements.
- i think the only aspects i lack atm are atmospheric [additional ambience, sounds, cascade's etc]. but this is np as i have a million maps to take c+p from].
- Thanks in advance to anyone who tries and comments, Sorry about the jumppads, i will have to come up with a better method of traversing heights
[Thread purged :)]
-- Edited by TKBS on Friday 5th of March 2021 11:51:17 AM
A warehouse map that needs author and recommended player load in preview shot (fixed at 2-8, but I think 4-10 works a lot better). The orange, blues and white go well in this warehouse and nice shadows and lighting. This map has fitting and good music and WOW, what an awesome skybox! Is it day? Is it night? Is it an aurora or an apocalyse? The gameplay is decent but some awkward jumps and bots could be a lot better at engaging.
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