View Full Version : DM-Cordon

10th Jun 2004, 12:15 AM
Okay, I posted it on the main page because I was like really glad to actually had finished this map to a working state. I've been experimenting with Unreal tech through this map for some time as you can see the UT99 version roots in one of the pics below. I wasn't going for pretty, just playable. Because of the funky off-the-grid architecture the BSP version met death and has been erased from my HD, could only get the exterior to rebuild, any interior work resulted in major BSP holes and out rageous HOMs. The main point was to make low poly geometry that didn't hang players up and was not the typical rectalinear stuff you see a lot of. Don't know if anyone noticed, but there is only one step in the entire map, making some interesting ramped surfaces fun.


When 2k3 was released I gave it another go, this time converting everything to meshes. Using MAX I lightmapped every mesh using a technique that I reverse engineered allowing several meshes to a single light map. The so called "terrain" is a UV painted mesh that I was able to lightmap. When my brother died last November I put it away again only to pick it up about a week ago, this time using 2k4. Unfortunately the lightmapping on UV painted meshes was broke in 2k4 so the terrian looks like poo, again. It was either grass or shadows, believe me no grass was not good dispite the wierd stretching in places.


Textures are more or less blanketted on with only minor attention to alignment. Their selection was based to more or less match the original Unreal Deathmatch map, Orion's Barricade by Cliffy B. Not all the meshes mapped well and are part of my MAX learning curve. Some effort went into learning the new dds texture format, this is shown by the radiant sun, panning clouds, scintilating bricks, recessed wall lights, grillwork and stained glass gryphon window.


The assorted sounds available in 2k4 really suck and I'm really dissapointed with some of the ambiance. I also mapped myself into a corner not being able to optimize the map through zoning and using antiportals, the geometry just isn't conducive. The only way the regain frame rates was to limit any frivilous decorations, making the map sparce in areas. The biggest surprise was at 10 o'clock found out my lifts had no saound FX, or rather, they were being generated at the MAX origions of the lift meshes which didn't coincide with the lifts at all, so a quick redo ensued. Then, I had 40 minutes to make some crates before the phase 3 entries closed just to break things up a little, 10 minute crates anyone?. Lighting also suffered by use of light maps. I really need to make shaders for each mesh package similar to Shane Caudle's CTF-Magma. Perhaps even replace the top of the island and main interior with true terrain maps (yea, and spend a year retexturing :P )

here's the nalicity link: http://nalicity.beyondunreal.com/map_hub.php?mid=7319

Anyways, thanks for trying it out if you downloaded it, and any comments you may wish to make. I don't expect any awards or accolades, this is an average map made though unordinary means. I like it because it plays the way Deathmatch used to be played. Sure, it could be prettier, but it's only showing its age. BTW, the name is a synonym for Barricade... but being more round in nature. Go figure.

10th Jun 2004, 09:43 AM
... now this is what i call a 'showcase' :) ...

11th Jun 2004, 04:56 PM
more like a nut case...

16th Jun 2004, 05:33 PM
I guess you guys are being kind not ripping me a new one for releasing this POS

16th Jun 2004, 07:10 PM
*covered laughs are heard low all the darkish room*

... but i would have liked to take a spin on the dead UT version...

16th Jun 2004, 10:08 PM
The BSP was already starting to collapse with just the exterior near completion, I still had an older archive if you really want to see it:
DM-CordonUT.zip (http://www.west.net/~furkids/Twrecks/DM-CordonUT.zip) ~600k

23rd Jul 2004, 09:31 AM
Man how long have you been working on this one map...I think I saw a small preview of it like in the 2k3 days??? Or am I mistaken...

Still pretty slick

23rd Jul 2004, 06:04 PM
Well, since UT99. Never finished the 2k3 version. You're looking at maybe 2-3 hours a month if you averaged it out. Still, that's about 120 hours through 3 editors and 2 versions of 3dsMax :p
I'd give it a 5/10, definately not HotList material.

23rd Jul 2004, 06:13 PM
it shows mapping dedication....thats something to be proud of...

23rd Jul 2004, 06:25 PM
More like a culmination of expirements and learning curves. I am happy that I released a playable version :tup:

Quote: "It's Alive!!" Gene Wilder, as Dr Frankenstien in Mel Brooks Young Frankenstie.

27th Jul 2004, 07:49 PM

27th Jul 2004, 08:32 PM


27th Jul 2004, 08:57 PM

28th Jul 2004, 08:41 AM

2nd Aug 2004, 02:38 PM
Don't suppose anyone has any comments on item placement?
I'd like to fix the more noticable graphical issues, but without any feed back it's up in the air. I promise to try not to bite anyone's heads off for being a critic.

4th Aug 2004, 11:58 PM
Don't suppose anyone has any comments on item placement?

I can't think of any item placement issues that really need addressing. There are a few places on the terrain where texture scaling is duff and the terrain doesn't mesh correctly with the architecture. Considering that this map is extremely well built (generally) and very playable you have probably got those things covered.

Unfortunately for me the stained glass Gryphon window did not render and I've got that old and ugly default tex. This is probably due to a hardware shader or other hardware render (?) and is not supported by the GForce 4 series cards (I think; curse you nVidia).

Personally I like the look of the map and have yet to come across anything that grates re: item placement or general gameplay. In fact based on this map I would certainly look forward to anything else you choose to release.

Default bot load is spot on, in my opinion.

28th Feb 2005, 12:51 AM
You're still mapping?! I forgot how to subtract a cube. ;)

13th Jul 2008, 01:10 AM
Yea. And I still do. Or is that "doo doo":


Check it :)

26th Nov 2008, 07:32 AM
... that island looked nice :] ...