DM-Talus *Final Release*

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

_Algol_

Mapping Noob
Jan 16, 2005
14
0
0
US of A
www.algols.net
Howdy--

Finally finished my first unreal tournament map.

Map is entirely stock static meshes and textures, with the exception of the two starfield textures in the skybox....I made those. :D

2-4 players, no bio rifle, no superweapons, no ONS weapons. Contains the rest of the standard DM weapons.

Requires UT04, most recent patch 3339.

Let me know what you think!

DOWNLOAD (7.5 MB):

Download from my homepage:
DM-Talus.zip

Or from NaliCity (faster, recommended):
DM-Talus.zip

Screenshots--
Talus_screenshot.jpg

Talus_screenshot_2.jpg

Talus_screenshot_1.jpg

Talus_screenshot_5.jpg
 
Last edited:

Taleweaver

Wandering spirit
May 11, 2004
2,630
0
36
43
Off course
Is that really your first map? :eek: If so: awesome work, mate. :tup:

I have a couple remarks, but don't let them discourage you. They will help you for future projects:
-item location: health vials and adrenaline are missing from the map; even changing a med pack by 5 health vials provides a certain variety in the map.
The same goes for ammo: you have 2 ammo next to the weapons and that's it. whilst this is enough, you can reach a better flow by scattering them a bit more, grouping them together somewhere (like in most retail maps).
-double damage, super shield and keg of health are a bit much for a map of this size. Also keep in mind that the keg and supershield have the same respawn time: if a player can grab them both in succession, he can repeat this proces quite easy, and the other player will have a very hard time breaking this routine.
-good DM maps have multiple connections between the different areas of the map. This allows for surprises, traps and lots of other tactics, especially when a good deal of z-axis is applied. The problem with your map is that IMO you have too much connectivity. It is close to impossible to outrun someone because you can't put an object between the two of you.

Anyway...As said before: keep up the good work :)
 

_Algol_

Mapping Noob
Jan 16, 2005
14
0
0
US of A
www.algols.net
Kantham said:
Cool work dude , the stars look more shiny than inside most of levels.

This map remind me this one , from Wishper

ancientcanyon_1.jpg


http://nalicity.beyondunreal.com/map_hub.php?mid=8046

Do you compressed your texture to DXT 1 btw?

With so many people making maps, it's hard to be original, I guess. :)

The blue starfield texture was compressed to DXT1; the other was DXT5 (I don't know a lot about directX, but DXT1 compression mangled the alpha channel on starfield_red.tga). I think the real issue is that both textures were 1024 x 1024 targa files prior to compression--and targas that big are space hogs (no pun intended). Note to self for next time.

Glad to hear you liked it--thank you for the feedback!
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,870
8
38
Sarasota, FL
not too bad, decent outdoor gameplay, weapon placement and good flow; although, maybe needs more ammo, health and adrenaline; huge red planet in the skybox with too many stars, red hue seems to be everywhere and some of the ramps seem hard to get going on; bots are fairly good in this one as well.

http://www.algols.net/downloads.html

http://ut2004.ut-files.com/index.php?dir=Maps/DeathMatch/MapsT/&file=dm-talus.zip

http://www.mapraider.com/maps/?fileid=2984

http://www.gamefront.com/files/3843549/dm_talus_zip
 

Tux Android

Voice Pack Penguin
May 19, 2011
280
0
16
30
Philippines