View Full Version : DM-1on1-Derelict UT2004 beta (Back at it again :))
2nd Nov 2004, 03:26 AM
Hey Folks! Its been a long time since my first map. So I've decided to release the next WIP: DM-1on1-Derelict. It is based on a Quake 3 CPMA map that I believe is called "Pull your socks up".
The level has been populated with weapons, pickups and a crude bot network to facilitate testing. I would appreciate any feedback at all.
Thank you for your time and I hope you enjoy testing it as much as I am making it!
Download beta 1 now! (http://www.redbrick.dcu.ie/~barballs/files/dm-1on1-derelict.zip)
Known Problems with beta So far:
- lifts do not support bots (yet. Didn't have time)
- Partial geometry not finished
- lighting and Mesh work to be completely re-done
3rd Nov 2004, 08:35 AM
Quite impressive so far, it seemed sometimes when i went on one of the lifts, it didnt work. The bot pathing was good i gave brock a game on masterfull, thinking I would win and ended up getting "Owned" :o. I havent played the inspiration, so can just go on what I have seen here..tis looking good. :)
3rd Nov 2004, 12:01 PM
Looks like this is more like an alpha version. I'm not sure how trying it out will help you now as the bots don't use the lifts. Looks fairly tight and small right now and you said it had partial geometry. The map looks fairly monochrome now and probably needs something to spice it up as far as AVA. hopefully you'll get some ambient sounds and custom music (at least not game defaults) in there. I'll test the next beta with bot support.
4th Nov 2004, 03:02 AM
Thats true it really was more like an alpha. I've been working on updating the map a little last night. The goal is to add bot support, finish timming, add lighting and static meshes for the next release which I suppose would be a beta release.
To that end you can check out the screens below to see the improvements. New download will follow sometime soon.
5th Nov 2004, 08:24 AM
I was so happy last night with my work I decided to share it a little earlier than expected. The beta release will be here in a while, once I get the last bit of geometry and the skybox done.
Changes in Release 2:
> The trim work has come a long way and is almost complete.
> Static meshing is progressing nicely.
> Lighting has been started too.
> Full Bot support (Bots will lift jump, catching quite a bit of air time :) )
> lifts have been fixed (silent at the mo)
Download: PreBeta (release 2) (http://www.redbrick.dcu.ie/~barballs/files/DM-1on1-PREBETA-derelict.zip)
I would appreciate any feedback at all as usual. Thanks folks.
7th Nov 2004, 09:55 AM
I like the bot support, they seem to like there wall dodging. What plans have you got for the outside of the main map (the corners i guess) ?
7th Nov 2004, 11:32 AM
keep it up!
7th Nov 2004, 03:17 PM
Mas: I've got plans for cliffs and a small bit of building for the top floor.
Alright its time for beta one release details. Download will be available later in the week. Below is the changelist for the next release:
> Better meshing that fits with the theme.
> Tweaked bot pathing. (To fix the bot standing still problem).
> More lighting.
> Completed triming (version 1, I do accept suggestions for changes ;) ).
> Initial terrain, and final geometry.
Am also working on another map (entitled warning) that a good friend created. My job consists of lighting and meshing. I'll release screens soon once there is something of value visually.
9th Nov 2004, 07:49 AM
:) Nice one, cant wait :)
11th Nov 2004, 02:26 AM
Latest screens of upcoming release. Will let them speak for themselves. :)
11th Nov 2004, 02:29 AM
the rest of them.
11th Nov 2004, 07:44 AM
Must be near realease now, i didnt think the terrian would work but it looks cool. The lighting also seems to have added alot more to it, keep it up :)
22nd Nov 2004, 10:47 AM
Sorry I've been caught up with other life matters. Here's some screenies for the next beta release. Due out in about a week, once I get other matters sorted :)
22nd Nov 2004, 12:24 PM
Sweet As A Nut :)
3rd Dec 2004, 05:35 PM
3rd Dec 2004, 09:48 PM
Looks like it's been over a week..........as they say in Spanish.....Mas! Mas! ;)
6th Dec 2004, 10:10 AM
*still waiting for new release* :)
6th Dec 2004, 10:32 AM
ok, ok, you got me! Here's the latest: Its a bit of a skip. Am on beta 3 now. HUGE changes from the last pics. Including an extra floor, waterfall, sounds and new item placements.
Enjoy and as always, I need feedback :D
6th Dec 2004, 07:35 PM
1.Random texture poking through wall.
3.Only 50 armour.
4.No LinkGun, though there was ammo for it.
5.Not a problem exactly, but I thought the FlakCannon was a bit hard to get to.
6th Dec 2004, 08:24 PM
Couple things, the emitter you have set up at the base of the waterfall definately needs some work, as not only does it cause a lot of lag in that area, it doesn't look very well done and is extremely tiley, which should be fixable without too much work. Also, it seems really blocky, not totally a bad thing, but you could easily make the architecture a lot more interesting by creating a nice trapezoidy type brush and subtracting it from your walls, or something else of that nature, other than those couple things it looks like it's turning out pretty well, keep up the good work :)
13th Dec 2004, 04:16 AM
well folks got loads of fantastic help from you all. I have been and will be working on these errors/suggestions. However there will be downtime untill the 5th of Jan because I am going on Holidays with family. Parents ordered me NOT to bring laptop under pain of death. (Its a big reunion so I've got to be socialble like) However as soon as I get back to working on the map I'll be sure to post the latest beta for you guys.
Thanks again for all you help thus far and I wish you all a very Merry Christmas & a rockin New Year.
SO untill the next beta in 2005: "Thats all for now folks!"
13th Dec 2004, 11:39 PM
I'll try to take a look before Christmas and post some comments here! :D
14th Dec 2004, 07:50 AM
Merry Christmas And A Happy New Year All!
19th Dec 2004, 12:48 AM
Finally tried it tonight/this morning and here's a few comments:
- don't forget level preview and description in final version
- nice AVA
- lifts seem to work fine
- true 1on1 map which is good
- maybe make upper/lower area connectivity a little better is only thing to change, but generally a good map.
- right now it gets a 6.5 from me using the Insite scale.
29th Jan 2005, 08:45 PM
Whats happening Barballs, hows it all going ?
15th Mar 2005, 05:31 AM
Coming soon ;)
15th Mar 2005, 01:31 PM
It's about time dude, we've been waiting forever :)
15th Mar 2005, 02:29 PM
all good things come to those who wait ;)
21st Mar 2005, 10:42 AM
and here's the catch! ;)
Go find out what it is! (http://www.ucmappack.org/ugeneralpages/mappage/dmderelscr.htm)
24th Mar 2005, 12:51 PM
all is done. Its now out of my hands. For that those of you that don't want what comes with it. I will release it by itself once thepack is ready for download. Thank you for your patience in the matter & I hope you u'll enjoy playing it :D
24th Mar 2005, 08:02 PM
Man, thats just cruel not giving it to us now ;)
Looks cool, cant wait to play it :)
13th Jul 2005, 10:20 AM
Well! It is about time that I started working on the bugs and FPS problems that have been reported in this map. There are going to be a few major changes but nothing that should be noticable.
ANYONE who would like to request changes in ITEM placement
Game Flow, or anything. Please post your comments here. I will take them into consideration. before releaseing the new build.
Here are screens of what it will be looking like so far:
Bug Fixes so far:
- fixed projectiles not landing on the supershield platform.
- some BSP changes to get more FPS out of the map.
- edited some Meshes to enhance performance.
14th Jul 2005, 11:59 AM
There are going to be a few major changes but nothing that should be noticable.
I think the nighttime -> daytime switch is pretty visible, though ;)
Changes...hmm...here are a couple details:
1. the pools directly next to the supershield aren't visible at low visual settings, but affect gameplay (sound has influence) -> should always be visible
2. most of the ferns on the rocks nearby the supershield can be set only to appear on high settings (have no impact on gameplay, only on fps)
3. maybe some sort of easter egg in the door at the big pool, next to the waterfall?
Other than that, I think it's fine. No...more than fine: perfect. :tup:
14th Sep 2005, 08:41 AM
Day version? I'm really curious about how it will go out. ;-) I love this map and looking forward to second version. Where is it? :-)
About pools: eg. in Rankin they are not visible only when World details are low, medium does solve this. This is the only setting I have on non-lowest value. :-) Just because of this. I don't know if it is good or bad, but I take Rankin as standard and so I take this as a fact. :-)
(Rankin and standard? One exception... lift is audible only with ambient - gosh I hate this. ;-))
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