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Unreal Tournament As-Ressurectionbeta, DAMN THIS MAP ROCKS! (Page 1)
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Author | Topic: As-Ressurectionbeta, DAMN THIS MAP ROCKS! |
Admiral Crucifix Member Posts: 1176 |
posted 12-27-1999 06:52 AM
This map totally KFA! While playing it I almost mistook it for an epic map, it is really that good! Although it seems swung in balance towards the defending team, it is still very good. I'm gonna play it lots more and then I'm gonna give an essay to the dude who makes it. When the full is released expect it to be Planet Unreals level of the week, and if not he got cheated! heres a link where ya can get it at: http://www.clock.org/~psarris/as-resurrectionbeta.zip ------------------ IP: Logged |
Ghode1 Junior Member Posts: 29 |
posted 12-27-1999 07:00 AM
if u do do an essay psot it here since i think the maps is great as well, and i wanna see if i have missed anything when i give feedback to the guy. this is how assault maps should be.
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PiKaChUu Member Posts: 89 |
posted 12-27-1999 07:30 AM
it might be good except there are no servers in aust or nz that run assult ------------------ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 07:45 AM
it works perfectly with bots though ------------------ IP: Logged |
Ghode1 Junior Member Posts: 29 |
posted 12-27-1999 07:49 AM
yeah the bots work great defence and offence. how ya doin candyman longtime no c d00d. have u read the mission objectives....does this guy like o get into his map making or what ------------------ IP: Logged |
montroursh Member Posts: 124 |
posted 12-27-1999 07:55 AM
very nice map. i don't exactly know what to say about it but its a good map. i like the gothic theme, the graveyard. the ascension. like ultima 9. hehe. is there a way to make an animation at the ending like the assault maps epic made did?
who needs liquor? just stay up 50 hours and yer all set! hehehehe diet mountain dew? spam lite? its like cocaine without the caffeine! it just aint right@!@$ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 08:12 AM
ok i've just played through this map again with 6 bots a side (well, 6 on their side, 5 on mine) set to masterful. by the end of the game i was playing godlike. it was a blast. the only thing i would say is that the start (graveyard and gate area) is a tad too dark. great atmosphere but detracts from gameplay a bit. once you get inside the tower its wondeful. i also love the "story" built into the mission objectives, with the warlocks and idols and what have you. brilliant. i don't think the map really needs much work, although the attacking bots sometimes stopped running under the 2nd gate, and the flames on top of the gate posts don't seem to look as good as the epic flames brilliant job though, it must be hard making an assault map which bots understand. ------------------ IP: Logged |
Volenti Member Posts: 260 |
posted 12-27-1999 08:13 AM
Now THAT is what I call an assult map, absolutly stunning! ------------------ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 08:21 AM
can someone make me a map like Overlord, but that doesn't go underground into some mine place. i love the beach part of that map. ------------------ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 08:23 AM
that reminds me, can you get serpentine for UT yet? real life weapons would kick butt with overlord and urban-arena 2. on the subject of that map, why the hell is there an american gladiators billboard and who would put up 3 matrix posters in a back alleyway? cool map though except i can't find a way to the redeemer on top of the building ------------------ IP: Logged |
[OF]AbsolUT Member Posts: 43 |
posted 12-27-1999 09:03 AM
Just played the map. Really nice for a beta. Does need alittle work still though. Mostly decoration. The walls inside the top part of the tower need something. The steps down in the graveyard need to be fixed. Unless it was made to be that way.(Having to jump up). And the ramp walking up to the tower seems too steep. Maybe something else could be done there. But all around very nice idea. Can't wait to see the final version. ------------------ It's called the constitutional right to free expression asshole LOOK IT UP! IP: Logged |
Bad_CRC Member Posts: 3233 |
posted 12-27-1999 10:41 AM
I ****ed with overlord a lot before, it worked great. you had to go up the beach, and around a ton of obstacles, then climb the cliffs to a bunker at the top instead of going down into a mine. The lag was starting to get noticable with a lot of bots though, so I crapped it. I really want to do another overlord themed map, where you have to come ashore, then run down along the beach a long ways between the cliffs and the ocean under fire with a few areas of cover, then make it up behind the bunkers. a lot like SPR. ------------------ IP: Logged |
disgustipated Member Posts: 55 |
posted 12-27-1999 10:43 AM
montroursh- if only q3 had assault/ UT had curved surfaces........that map wld be a possibility.. ------------------ IP: Logged |
BxT Member Posts: 65 |
posted 12-27-1999 10:58 AM
This map is well done, but it is way too DARK! !! You can't see anything, it needs some more light............. ------------------ IP: Logged |
Axiom Member Posts: 348 |
posted 12-27-1999 11:05 AM
I think it needs some walls so that I don't see into other areas of the map if I'm standing at the edge. It's a beta though so I'm sure that will be fixed. Also, the objectives should be listed first, so that I know what to do without ahving to wait for all that crap. And take the sniper rifle off the roof. At least make people track down a rifle and go up there themselves. I think this map really shows its potential, I like it much better that that other AS map. ------------------ IP: Logged |
Vertigo187 Member Posts: 61 |
posted 12-27-1999 11:50 AM
I think it's a great map! Amazing! This guy has quite an imagination. It'll be my new fave map once it's done I'm sure. Gosh I hope he finishes soon... Anyways I think it's nice that it's dark, because the darkness gives it a somewhat eerie effect, I don't think it's too much of a problem. I don't like the torches too much however, they look cartoonish, I hope he fixes them, where can I go to give my feedback? I like how it's harder to get each objective, makes it feel more like a co-op mission. Maybe epic can learn something from this guy. I hope he makes more AS maps, the more the merrier! ------------------ IP: Logged |
Bad_CRC Member Posts: 3233 |
posted 12-27-1999 11:52 AM
what game was it that had night vision goggles? was that DOOM? ------------------ IP: Logged |
Vertigo187 Member Posts: 61 |
posted 12-27-1999 11:53 AM
. [This message has been edited by Vertigo187 (edited 12-27-1999).] IP: Logged |
Vertigo187 Member Posts: 61 |
posted 12-27-1999 11:59 AM
. [This message has been edited by Vertigo187 (edited 12-27-1999).] IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 12:03 PM
CRC: i'd love to make a SPR themed map with loads of barbed wire scattered accross the beach. 2 or 3 mortars. a few machine gun bunkers, a couple of sniper towers. maybe you'd have to fight your way up the beach and destroy a command bunker or something. yeah, at the top you could go through a network of bunkers, with dingy underground tunnels like they had in france. the attackers could have mortars being fired at the enemy bunkers as well if it wasn't too unbalanced to represent the battleships firing. ok, when i learn how to use UnrealED properly i'll make on of them. ------------------ IP: Logged |
^Stormi^ Member Posts: 1894 |
posted 12-27-1999 12:29 PM
Candyman, go to NaliCity and download DM-Ryan ------------------ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 12:38 PM
will do thanks Stormi ------------------ IP: Logged |
NarkyBark Member Posts: 36 |
posted 12-27-1999 01:23 PM
Wow! I don't usually read this forum, but someone mentioned to me that my map had a post over here so I dropped by... feedback is good! Hopefully I can address all the points I wanted to above... 1. The flames- cartoony? Hmm... it didn't strike me that way, although I did want a corona effect like most other lights in Unreal have. After playing with them though, I decided to go without. They take up too much screen real estate, especially since defenders need to stand right next to them, they blocked visibility a bit. Plus, I didn't want to tax the engine more in that long stretch since by adding coronas, since I figured I'd be taxing most people's computers already... I was worried about framerate, but interestingly no one's mentioned it so far. I'll take that as a good thing. Back to the flames- I know they have that slight dark outline- not much can be done about that, as far as I know- the price you pay for masked graphics. 2. I actually thought about doing a "microsurgeon" map... but that would be *very* difficult to pull off well. (Yes, I said "well") Who knows though, inspiration may strike someday. My next map will be a CTF map since that's the only game type I haven't done yet. I already know what it's going to be, but I'll leave the details quiet for now till the ball is rolling. 3. Axiom- are you talking about my map? Needs walls? Where? I intended for the player to be able to see down the stretch in the beginning. If you're worried about the top sniper being able to rule the whole first half of the map, he can't. The rifle will only reach the last stretch. Notice when you fire if the bullet makes a "chink". You can only reach the ramp/inner gate area. As for objectives being listed first, just press F3. 4. I do plan on putting a little ending scene in the map. I'm still undecided as to what I want to do, as the original plan I had failed. Thanks for all the feedback, yes I do read these boards IP: Logged |
Vertigo187 Member Posts: 61 |
posted 12-27-1999 01:34 PM
Hey Narky, how bout only putting in 2 or 3 torches instead? The torches really need better animation, I mean since you do have to stand next to the torches you'd be seeing a lot of 'em right? So why not make it look cooler? Just a thought man, I'm not really one to talk, I can never make an AS map let alone any other type of map of that caliber. ------------------ IP: Logged |
Vertigo187 Member Posts: 61 |
posted 12-27-1999 01:38 PM
Hey why don't we give NarkyBark some ideas for an animated ending scene like the ones in the other assault maps? How bout the resurrection of the dead from their graves? The storyline could go something like "Chaos will resurrect the dead and take over the world" or something. ------------------ [This message has been edited by Vertigo187 (edited 12-27-1999).] IP: Logged |
Xplo Member Posts: 129 |
posted 12-27-1999 02:26 PM
A cool idea'd be that the eyes of the huge statues at the end start glow brighter and brighter (camera at the middle of the room, bottom, looking up at them while rotating) then the statues start to scream or rumble somehow (sound possible in cinematic sequences?) and then fire some kind of lightbeam in the middle of the room. Where these beams meet you could summon an old unreal1 creature, maybe even the boss? That'd rock. Just a thought tho ------------------ IP: Logged |
Bad_CRC Member Posts: 3233 |
posted 12-27-1999 04:38 PM
Well, I think I'll have to try this map. sounds pretty cool. I hope more people do AS-Overlord type maps. it would be a waste if we don't see some good ones come out. ------------------ IP: Logged |
**_Doctor_Death_** Member Posts: 88 |
posted 12-27-1999 06:40 PM
Cool map played it this morning 1) It is too dark in the front, not sure if its because of the voodoo3 2000 card or not, but I had to have the brightness slider up all the way to play it. That needs to be fixed. 2) My specs are PI350 with V32000 card did a framerate test lowest it went down to was about 20 frames per second when the action got really hot 3) This map rocks fix the lighting and the frame rate a bit and we have a winner look forward to playing the final version Death Out... ------------------ IP: Logged |
Candyman Member Posts: 184 |
posted 12-27-1999 06:53 PM
CRC, i've started trying to do somthing that resembles AS-overlord but where you scale the cliff to find another fox hole bunker and 2 automatic miniguns. the objective is a command bunker which i plan to have linked via a portal to the defenders room. you have to destroy the command bunker so that the gun battery at the point du hoc cannot find it's targets. i'm trying to make the beach bigger, with 2 landing craft although i don't know how to do this yet. i'm still trying to learn the basics of the editor though. ------------------ IP: Logged |
Bill Me Junior Member Posts: 23 |
posted 12-27-1999 08:12 PM
REgarding the dark edges of the torches, are the flame textures Translucent? Do that and make them Unlit also (if you haven't already). ------------------ IP: Logged |
NarkyBark Member Posts: 36 |
posted 12-27-1999 08:26 PM
Torches don't exactly have that mammoth feel to them... I did put little torches all over the place, but I assume you were talking about the big ones... I had a few visions for the ending: 1. Viewing the top of the tower, having a Warlord (from Unreal) crash through amidst lightning and effects... tried it, shot idea down because the warlord won't appear unless servers specifically set bNoMonsters to false which is a lot to ask. 2. Same as one, with no monster. Feh. 3. View of graveyard, with ghosts rising, lightning striking, and pieces crumbling. I might go with this one. 4. View of final room, floor opens up, sarcophagus rises and opens amist effects... I'd go for this one, but I'd want a figure to represent the warlock in that case and I haven't found a good proxy yet... might make one, but that's a lot of work just for an ending. I may have more tricks to try tho. IP: Logged |
NarkyBark Member Posts: 36 |
posted 12-27-1999 08:32 PM
Yikes, I didn't even notice this ran to two pages! I missed the latest comments: 1. Flames translucent: I'd do that, but I think that would kill framerate even more in that area, which I do not want to do. I don't think they look *that* bad, they're good enough IMHO to leave as is... it's always a balance between looks and framerate... I always tend to push it as it is! You bet I would've put fog effects in if it wasn't a resource hog 2. Xplo: it's a good idea, and I was thinking of something similar. I was trying to use the Warlord model but I don't think it will be visible because of a default option, and I don't want to rely on people changing a default... I have an idea tho IP: Logged |
Xplo Member Posts: 129 |
posted 12-27-1999 08:50 PM
Hmm, I'm no mapper but wouldn't it somehow be possible to export a warlord model and reimport it as a level brush (wouldn't move tho heh) somehow? You wouldn't even need to texture it if you do enough fog effects around it. Dunno if that is possible or within your time to realise, just an idea that struck my mind. ------------------ IP: Logged |
Bad_CRC Member Posts: 3233 |
posted 12-27-1999 08:58 PM
you can change the mesh on anything. just put a statue or something in the game, and change the mesh to be the warlord mesh. voila. instant warlord statue. I tried that map, but it kicked my machine's ass with 16 bots in it. uberlag. ------------------ IP: Logged |
BxT Member Posts: 65 |
posted 12-27-1999 09:00 PM
Narky, you haven't addressed the complaint that it is too dark. Any chance of brightening it up a bit?? Or would that be too much to do at this stage in the map development? ------------------ IP: Logged |
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