Name: Embargo Game type: Capture the Flag Version: 1.0 Players: 12 - 18 Requirements: UT3 + Patch 2.1 Credits: Hourences for the textures. Story / Histoire:
A mine and once final settlement during the great war used the Liandri which mined ore. materials and nano for new weapon development and vehicle research, has been abandoned when the Axon invaded the planet. Old feelings of rot, war and decay still overwhelmed those who roamed here, but the rain has blew new life into the mine, washing away and cleansing the settlement of decayed bodies and bloodstains. Leaving the future story of this mine open for new discoveries within. Will you write the final pages?
“My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not currently on your system, you can safely create it. The archive contains :
This map is a complete custom layout thought out and designed by myself in roughly 14 days. Its a dark, eerie Mine environment which features a lot of Z-axis gameplay and smart movement options. Though, with alot of static meshes, rain meshes and emitters, I have successfully maintained a very stable environment (60+ FPS), on almost all spots, making this map fitting on even slightly older systems.
Enjoy
The features:
- Hardcore eye to eye layout for original CTF action, with still a strong mix of long and short ranged battles and lots of options for navigation and losing your opponent. - Preview video showing different parts of the map in the Level Menu.
-- Edited by DarK on Wednesday 15th of May 2013 11:21:46 PM
héhé looking nice & gigantic....seems to be a nice place for long range shooters ....from the picts some trimming & texturing look a lil "undersized" and repetitive (thoses big "columns)....but ehh....from the picts only!....need to have a run inside to validate or kill this feeling
héhé looking nice & gigantic....seems to be a nice place for long range shooters ....from the picts some trimming & texturing look a lil "undersized" and repetitive (thoses big "columns)....but ehh....from the picts only!....need to have a run inside to validate or kill this feeling
Thanks ^^
Trust me, I'm horrible at making pictures haha. There are 3 sorts of trim textures and 4 different wall textures going on. You have probably noticed, My WIP shots usually suck , but the end result will be satisfying :)
Oh, and its designed so it mixes long ranged and close ranged battles, but also remain a very straightforward feeling.
More soon
-- Edited by DarK on Thursday 9th of May 2013 11:14:38 PM
Haha Im commited im guess. I REALLY wanna grow myself further in level designing. And lately, my brain is gone nuts :o And the best thing is, I actually like my own work now :) And with all the positive feedback im getting from you guys mostly, its an enjoyment too. Plus, I feel like my work grows stronger every level that comes out :)
I actually like my own work now :) And with all the positive feedback im getting from you guys mostly, its an enjoyment too. Plus, I feel like my work grows stronger every level that comes out :)
This is the best part of the learning process, when you start to feel good with your own production and you realize the "way traveled" ("le chemin parcouru" in french lol) I mean, your progression.
I actually like my own work now :) And with all the positive feedback im getting from you guys mostly, its an enjoyment too. Plus, I feel like my work grows stronger every level that comes out :)
This is the best part of the learning process, when you start to feel good with your own production and you realize the "way traveled" ("le chemin parcouru" in french lol) I mean, your progression.
Can't agree more. When I look back on my work like 1.5 years ago, its pretty cool how my skills evolved (:
lol....it could drive to crazyness & neverending surbooking too:"oh...did i really do that? this first map needs a serious revamping...hm....wait...the second too..and the...blahblahblah..."
lol....it could drive to crazyness & neverending surbooking too:"oh...did i really do that? this first map needs a serious revamping...hm....wait...the second too..and the...blahblahblah..."
No, this is another trouble called, the madness !! ...Ok, it's perfectionism, but it's close to madness lol
Lighting is just enough and fits well in the scene. Just contrasting enough. Lighting colors and brightness look nice, I like it. BSP trimming & size is also great ! Hourence textures are classics & you did well by mixing the materials patterns & size
Question 1 : did you plan to add team material stripes since it is a CTF ? I know this textures pack as some great red & blue trim textures.
Question 2 : do you plan to open up the ceiling a little ? A night theme with soft blue lighting from above would add even more atmosphere & contrast.
Visually, it's the map I like the most so far coming from you. Now I must get the time to play it !!!
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- i had high fps throughout the whole map, performance is fine and i do not think it would be impacted from a static mesh with no collision, no shadow casting & not accepting lights.
-* some of your default materials are accepting lights etc, - ^^ not all are set to 65536 .
* your metal floor material is missing a default physical material, maybe some others aswel.
- i think that the emitters in the water would look better if you just added water drops to the water material; 2 examples would be 1. DM-Psyche or 2. DM-udkfoliage - also the grass growing through the metal is not great, part of this is because of epic's texture, part is because it does not look liek grass would grow through metal that often, especially when the rocks lack foliage.
* Gameplay is sound :) but, - have not played it much.
* i would like to add it to my server when it is final if you will allow me- is that ok?. Thanks
-- Edited by TKBS on Thursday 16th of May 2013 10:57:16 AM
Answer 1: Well, I did not want to completly use every texture in this pack, So I placed some simple decals, colored trimmed cubes with diffuse team lightning, and some big team flags.
Answer 2: I was already thinking of modifying another version without the rain. For now, opening up the roof would mean more rain meshes, more impact on performance etc.
I might do a harsh sunlight version completly without rain, or a night version and saturate lightning some more.
- i had high fps throughout the whole map, performance is fine and i do not think it would be impacted from a static mesh with no collision, no shadow casting & not accepting lights
-* some of your default materials are accepting lights etc, - ^^ not all are set to 65536 .
Gotchya, thanks for the heads up. I have some issues assigning an black unlit material to non visible spots in the map and assigning a 65536 lightmap to it. Somehow, some visible surfaces got messed up. Ill take a look at that.
* your metal floor material is missing a default physical material, maybe some others aswel.
Hm, I thought I completely covered this. Ill take a look at this.
- i think that the emitters in the water would look better if you just added water drops to the water material; 2 examples would be 1. DM-Psyche or 2. DM-udkfoliage - also the grass growing through the metal is not great, part of this is because of epic's texture, part is because it does not look liek grass would grow through metal that often, especially when the rocks lack foliage.
Cheers, I might put some dirt holes in those spots.
* Gameplay is sound :) but, - have not played it much.
* i would like to add it to my server when it is final if you will allow me- is that ok?. Thanks
Sure, no problem dude. Its ok if you wanna throw in the RC1 as well.
Thanks for the feedback.
-- Edited by TKBS on Thursday 16th of May 2013 10:57:16 AM
yo Dark , nice map u ve got here, i like the athmo and the sounds (rain, lifts ...), the preview picts serie is awesome and u prevent me doing comments like "it s blurry" by this nice shaking effect!...rofl!
the gameplay is nice, linear like i like it (simple), though i found me several times facing my own flag instead of the opposite team one...some arrows on the walls here or there could be a nice add as the texturing is the same along the map.....the arrows from the game (the help thing) wasnt working properly as soon as i changed level (up or under)....i found the shock weaponbase very usefull to localisate the flags last thing about the gameplay i found 12 players too much and sometimes i was facing a queue of 6 opponents...lol
some comments about what i liked less:
here thoses wooden pillars dont make sense...are thoses wooden boards? to support that enormous structure? one piece would make more sence...perhaps can u add some sort of triming around them @ the contact point with the ceiling too
quite no light is coming from thoses holes, with that very very brighty thing inside, some reflections and shadowing on the ceiling can do it imo
here with such a rain i was expecting some water on the floor (very nice lil effect inside btw)
and here it s the opposite, too much water, and theses horizontal lines are not very nice (contact with the floor plane)....
nice job bro , keep it up, very fun map for a shock riffle addict (+ it works very well with dodgejump mutator )
-- Edited by Bl!tz on Saturday 18th of May 2013 03:40:11 PM
Just took a quick look at this map yesterday, but so far what I have seen, I kinda like this map! Gonna take a closer look at this one later. Nevertheless, keep up the good work and keep mapping (especially for the Unreal Universe). :)
Just took a quick look at this map yesterday, but so far what I have seen, I kinda like this map! Gonna take a closer look at this one later. Nevertheless, keep up the good work and keep mapping (especially for the Unreal Universe). :)
yo Dark , nice map u ve got here, i like the athmo and the sounds (rain, lifts ...), the preview picts serie is awesome and u prevent me doing comments like "it s blurry" by this nice shaking effect!...rofl!
Haha thank you bro :) Yeah, the vid did not turn out too well.. I rendered it in 15 FPS, as how UT3 would allow it, but its somehow shakey and its not the video itself, but perhaps I did not set a setting correct. I actually copied what Cr4zy did in his DM-Edge map, hoping that it would turn out ok, but ugh.. The shaking is not supposed to happen.. Will look at this in the final.
the gameplay is nice, linear like i like it (simple), though i found me several times facing my own flag instead of the opposite team one...some arrows on the walls here or there could be a nice add as the texturing is the same along the map.....the arrows from the game (the help thing) wasnt working properly as soon as i changed level (up or under)....i found the shock weaponbase very usefull to localisate the flags last thing about the gameplay i found 12 players too much and sometimes i was facing a queue of 6 opponents...lol
I had some comments/pm's on Epic, BU and MauL's forum regarding the same. I will add more team based assets in the final to emphasize the team feeling abit more.
some comments about what i liked less:
here thoses wooden pillars dont make sense...are thoses wooden boards? to support that enormous structure? one piece would make more sence...perhaps can u add some sort of triming around them @ the contact point with the ceiling too
I was thinking of making some 45' degree Wood supports from the wall to the ceiling. That would looks more natural instead of this big weird support thingy.
quite no light is coming from thoses holes, with that very very brighty thing inside, some reflections and shadowing on the ceiling can do it imo
Yeah, I know. It seems like the emissive material inside just sucks up all the lightning. While there are many Light Actors inside of there.. I'll go with the water here. That would probably make more sense instead as well.
here with such a rain i was expecting some water on the floor (very nice lil effect inside btw)
Yeah I did not quite know what to do here. I have some small splash effect on each side, but not enough to really emphasize it like in the flag room. The rain is not that intense as well, and I did not wanna use 10+ emitters in each room.
I'm probably gonna copy this material, and create a Wet version of this material, so it will boost the beliefs of the wet feeling.
and here it s the opposite, too much water, and theses horizontal lines are not very nice (contact with the floor plane)....
Will fix this! The splash effect is also a bit too much.
nice job bro , keep it up, very fun map for a shock riffle addict (+ it works very well with dodgejump mutator )
Thanks for the feedback bro!
-- Edited by Bl!tz on Saturday 18th of May 2013 03:40:11 PM