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The_Head
30th May 2005, 11:02 AM
Please not the work in prgress title - map is pre-alpha, been working on it for about 2-3 hours at the most.

Ok the Pics so far:

http://img.photobucket.com/albums/v607/The_Head/Jail.jpg

http://img.photobucket.com/albums/v607/The_Head/Base.jpg

http://img.photobucket.com/albums/v607/The_Head/aboveJail.jpg

So far its essentially empty. But once it is semi playable I'l put out an alpha release for you to take a look around. I'l aim to do this by the end of the week. (would be sooner if it was for damn exam revision)

Any feedback please post.

The_Head
30th May 2005, 02:41 PM
2 more pics

http://img.photobucket.com/albums/v607/The_Head/top.jpg

http://img.photobucket.com/albums/v607/The_Head/anubis.jpg

CoolDude
30th May 2005, 03:42 PM
Looks nice so far :)
From the pics it looks it's not that big and has no complicated layout. Let's keep it that way. ;)
Just make sure the escape is not too easy.

The_Head
30th May 2005, 03:58 PM
erm :P

Its bigger than it looks. It is sort of scaled up. To put it into perspective that picture of anubis sitting down, he is 768 uu's high. approimatly 8 times the height of you. Its not a highly complex route though. The escape route I have only tried on my own in the map so far. You cannot make it without a beserk combo shieldjumop. But with a ladder on 3/4 players you should be able to get get out with a Shieldjump. Working on getting the difficulty on the escape will come later though.
There is around 4/5 routes to get from one switch to the other. But it is set up so they overlap so it is easy to defend.
As I said though this is still in its early stages, but I'm on a role today, (first bit of mapping for over 3 months aswell :p)

2 more pics:

http://img.photobucket.com/albums/v607/The_Head/arch.jpg

http://img.photobucket.com/albums/v607/The_Head/greenroom.jpg

(I'm gonna attempt to put up some half decent pics every post I make in this thread :p)

CoolDude
30th May 2005, 04:14 PM
The reason I mention it was because I think JB-Tomb was just too big (and lacks optimizing in the bases).
The layout of JB-Templar(-beta) was a bit ... ehhh ... strange?

Silas Mercury
30th May 2005, 06:10 PM
In my defense JB-Templar was my first jb map... and it would seem that the map is destined to get more complicated as time goes on. My clan kept telling me that it needed more routes to the locks, so I put them in and now it's a convoluted mess of sorts.

But hey, that's how we learn right?

If that's only a few hours of work then you must work WAY faster than I do. It takes me that long just to decide on a basic layout. Nevermind any lighting or textures at that point.

The_Head
31st May 2005, 05:17 AM
So far its about 10 hours work. (I got bored of revising.....)
The reason I have put it together so quickly is that I knew how I was going to do the layout ages ago. Its very similar to another map I made but gave up on due to optimisation problems (CTF-Equilibrium) - It only got released as a beta.
I layed it out similarly to that one and the 10 hours were spent litrally making it.

I just took a look at Templar, interesting layout... I got completely lost even with the map. But for a first effort at mapping I have seen much worse. GL with finishing it.

Aersik
31st May 2005, 11:19 AM
For reference on the shield gun escape, it's going to have to be around 900uu high to stop people getting out without help from their teammates. (More specific numbers: with 100 health I can quite happily climb a 832uu wall, but not 896uu.)

The_Head
31st May 2005, 12:23 PM
I can get up a 896 loosing about 60 life. :p
The actual jump to get out from top to bottom is 1024uu

I Have a problem at the moment. For some reason when I open up UT2004 and select the map and press play it wont open. It just reloads the map choice page :s
Hopefully I can fix it

/edit:
Problem solved. I hadn't saved a texture pack I was using. I didn't realise this was the prob at first as I would expect that problem to just replace the textures with others.
Will all be in the mylevel package when done though.

Aersik
31st May 2005, 01:17 PM
I can get up a 896 loosing about 60 life. :p
The actual jump to get out from top to bottom is 1024uu

That's with berserk isn't it (or have I got my numbers wrong)? I meant without berserk, so you can't get out "freely".

The_Head
31st May 2005, 02:40 PM
896 is without Beserk combo.
I can get over 2500 with beserk combo. (and lots of life - haven't counted how much)

2 pics to show how much I need to work on the lighting

http://img.photobucket.com/albums/v607/The_Head/Middleroom.jpg

http://img.photobucket.com/albums/v607/The_Head/mainbase.jpg

tarquin
1st Jun 2005, 04:20 AM
Looks good!
I like the Egypt theme :)

And an escape route too! We don't have enough of those.

Aersik
1st Jun 2005, 06:52 AM
I must have got my numbers wrong :o Don't mind me :D

The_Head
1st Jun 2005, 03:11 PM
You want piccies!!!

You got some!

http://img.photobucket.com/albums/v607/The_Head/switchroom.jpg

http://img.photobucket.com/albums/v607/The_Head/mainagain.jpg

http://img.photobucket.com/albums/v607/The_Head/getwet.jpg

http://img.photobucket.com/albums/v607/The_Head/getthedeemer.jpg

http://img.photobucket.com/albums/v607/The_Head/dermiddle.jpg

Maybe tomorrow I'l concentrate on getting the jails working instead of making it look good

Feedback Please!
I want ideas for the Mapname aswell.

Silas Mercury
2nd Jun 2005, 07:08 AM
Looks better than I could ever pull off. Well done so far.

G.Lecter
2nd Jun 2005, 11:59 AM
The curved staircases look too brush-shaped. I think you should replace them by jumpads. Pads will look better and you'll have less polys. Also, taking a jumpad to jump up quickly will make the game faster and more fun... :rolleyes:

The_Head
2nd Jun 2005, 03:28 PM
If you mean in the centre of the map (2nd pic in my last post) I could consider that.
By the jails though it would make it too easy to get to the switch. I need it to be more tricky to get up there.
Also Stairs like that fit into the theme imo.

The_Head
2nd Jun 2005, 04:36 PM
Here's the Beta01 version.
Enjoy. Gimme feedback into where to place the weapons especially.
There is no bot support at all here. They wil stand around and commit suicide lol. You will see that I have not properly lit a lot of the level yet. Lots to still be done.
Give the escape a go, lemme know If anyone can get out please.

Download Now! (http://www.theyt.co.uk/files/JB-Egypt-beta01.rar)
ty The_YT for the hosting

Spudsy
2nd Jun 2005, 05:14 PM
By the way head, before I start to beta test this, I want to say that I think JB - Egypt is a fine name for this map. I personally would not like to see it changed.

Silas Mercury
2nd Jun 2005, 05:33 PM
Downloaded it, it's in my pile of maps to try out.

expisCoR
2nd Jun 2005, 07:49 PM
OK, let me be the first to comment after trying it.

One word: "bot pathing", err that was two words. Oh, you did say that wasn't there. I did get the bots to the center, but that was when I had them cover me.

As for other comments, see attached pic, regarding the sky.

Looks like it is going to be fun, can't wait to see a final version (with bot support).

The_Head
3rd Jun 2005, 05:56 AM
As I said there is No Bot pathing whatsoever in this Beta. I'l try and get a second Beta out with botpathing next week sometime.
The Skybox looks like that As I put it together in a matter of seconds. The skybox from the screenshots is in a texture package I have made for testing and Dont want to release that aswell. This will be replaced by a nice pretty sky :)

G.Lecter
3rd Jun 2005, 12:57 PM
It's going very well, but you still have a lot of work to do: :rolleyes:
- Try to avoid everything that looks cubish...
- I think you should change part of the layout. There are lots of hallways around the jaildoors. Hallways are not fun and they will encourage jail-camping (especally with a flak near them). Try to add bigger rooms (with some z-axis?) beside the jails...
- A foolish player could fall in the jails accidentally. Something to avoid this would be good...
- Yes, definitely add pads in the central room, getting to the higher walkway will be much easier.

tarquin
3rd Jun 2005, 01:36 PM
As I said there is No Bot pathing whatsoever in this Beta.

So then it's an Alpha. Beta means "feature complete" :)

Spudsy
3rd Jun 2005, 04:38 PM
I'd upload the pictures but after failing so many times, let me just type it out. You need to get the cubist look out of the skybox first. Bot paths are needed. You have blocky/chopey shadows near like the minigun, the watshows no water physics. For example when I jump into the water, I don't start swimming, nor can I drown. The water is just laid there like a texure. Be warned that the middle jail escape route can easily have people blown into it. Players could choose to stand at the middle and blast anybody trying to escape with the people in jail not able to kill him cause of the no jail kill mutator. The collision with the pillars, near the shockrifle is off. They are bunched in groups which means I can't run in-between some of them. This makes it hard to get in and out when wanting the shock rifle. The arena, although I personally have not tried it yet, has no bot support and needs a little work. Now onto the good things. I like the layout, very origional, and very inovative. Nice map, good theme, love the name. You got a great thing going here, keep up the good work.

The_Head
3rd Jun 2005, 05:00 PM
In Short, OK I should have called it an alpha!


It's going very well, but you still have a lot of work to do: :rolleyes:
- Try to avoid everything that looks cubish...
- I think you should change part of the layout. There are lots of hallways around the jaildoors. Hallways are not fun and they will encourage jail-camping (especally with a flak near them). Try to add bigger rooms (with some z-axis?) beside the jails...
- A foolish player could fall in the jails accidentally. Something to avoid this would be good...
- Yes, definitely add pads in the central room, getting to the higher walkway will be much easier.

I'll work on the less cubish passages. The path coming out from under the switch I dont particularly like anyway, will probably put it in the big side wall somewhere and make it more open, but will work on that soon.

About the foolish players. Thats the general idea. I'm planning on putting Shockrifles inside the jails so you can shoot people who go past and hit them into jail. also you can push each other in :D

I have gotten rid of the stairs in the centre room, at this moment in time it is a long dodge wall but I will put a jumppad there (although it wont fit into the theme imo) for gameplay purposes and to give the people who cant dodge a chance ;)



Quote:
Originally Posted by The_Head
As I said there is No Bot pathing whatsoever in this Beta.

So then it's an Alpha. Beta means "feature complete"
My Mistake, next version will have bot support :)


I'd upload the pictures but after failing so many times, let me just type it out. You need to get the cubist look out of the skybox first. Bot paths are needed. You have blocky/chopey shadows near like the minigun, the watshows no water physics. For example when I jump into the water, I don't start swimming, nor can I drown. The water is just laid there like a texure. Be warned that the middle jail escape route can easily have people blown into it. Players could choose to stand at the middle and blast anybody trying to escape with the people in jail not able to kill him cause of the no jail kill mutator. The collision with the pillars, near the shockrifle is off. They are bunched in groups which means I can't run in-between some of them. This makes it hard to get in and out when wanting the shock rifle. The arena, although I personally have not tried it yet, has no bot support and needs a little work. Now onto the good things. I like the layout, very origional, and very inovative. Nice map, good theme, love the name. You got a great thing going here, keep up the good work.

THE SKYBOX IS TEMPORARY!!! read my last post! :p
The water isnt actually water there, its just what it will look like roughly
As I said earlier this post, The walkway above the jails is a feature, Just like the open jails on many open maps.... Whats wrong with mine????
I'l check the collisions tomorrow. You'l notice there are 2 bigger gaps betwwen pillars by the Shock, its more visuals atm, will work on getting small gameplay tweaks like that out later.
The arena was put together in a matter on minutes.
About the blocky shadows by the minigun, I'm not quite sure what you mean here, but I'l let you know when I see the screeny's I guess.

Thanks about the layout, this was something I had came up with ages and have really wanted to get into a good playable map (unlike the CTF map I made with a similar layout)

Cheers all for the feedback. Keep it coming ;)
-still looking for Ideas of where to place weapons (I'm an IG player - its not something I know well)

I dont get why you all like the Title :p seems too plain to me, ahwell ;)
saves me coming up with something new

Spudsy
4th Jun 2005, 05:00 PM
The current place for the minigun is ideal for the rocket launcher really. It makes it a good's foot walk to get it and makes it a little scarse. Also, we love the name cause it's short, sweet, to the point, and describes the real theme of them map in one word.

Kantham
7th Jun 2005, 02:36 PM
If i could help

http://forums.beyondunreal.com/showpost.php?p=1825554&postcount=11

Make it look like that. That's kinda unique and it looks awesome like that. Use the same lightning and add some detail and a little light touch inside darker areas.

Edit: ugh buddy, use terragen to make your skybox ;)

The_Head
8th Jun 2005, 11:05 AM
Cheers you two

@Spudsey, nice to hear the name is better than I thought lol. WIll swap the weapons around when I next have UED open.

@Kantham, Cheers mate, I will be working from that point on the lighting. Gonna aim to get some good shadows instead of cramming the level with static meshes (thats why I like the egyptian theme - Architecture is better than Meshes)

Got exams for the rest of the week, and then I am building a new computer but will aim to get another Beta out by end of next week. Just keep at me with ideas ;)
The skybox is only really there for the lighting at the moment. Will be made properly at some point.

Jrubzjeknf
10th Jun 2005, 04:25 AM
YT's link seem broken. Uploaded here as well: http://files.unrealized-potential.com/JB-Egypt-beta01.rar

Kantham
10th Jun 2005, 02:11 PM
YT's link seem broken. Uploaded here as well: http://files.unrealized-potential.com/JB-Egypt-beta01.rar


Works here

The_Head
10th Jun 2005, 04:42 PM
Its just jrubzjeknf's excuse to post something without commenting on the map :p
Kantham dya change ur sig and avatar everytime you post??? lol

I've done a bit more work on the map. I have changed the underground route to be more direct. Also instead of a big long slope i went against my original feelings and put in a jumpad to keep the game flowing quick. Hopefully the gameplay will make up for the fact that it doesnt fit in right. - I will do my best to make it look right though.

Nova (jrubzjeknf) is working on team based jumpads / blocking volumes / teleporters. If that goes well I will have shared jails which will be fun. Also if my memory serves me correctly (doesnt usually lol) no other maps have this yet

Aersik
11th Jun 2005, 06:23 AM
I think most of the things I noticed have already been mentioned (pillars, boxy look etc). I don't like superweapons on any map, and I think having two here is a bit overkill. The major exploit is being able to shield jump/xloc out of the main map/arena and run around on top of the walls.

And the escape...I'll let the demo speak for itself :D

Kantham
11th Jun 2005, 07:31 AM
Kantham dya change ur sig and avatar everytime you post??? lol



Almost ;)

The_Head
11th Jun 2005, 02:34 PM
Kantham with a new sig ^^ :p also avatar - nicejob

OT mode :lol:

Got updates for you with something I think you may all look forward to courtesy of a good freind of mine.

Firstly I have removed the extra way out of the base (entrance with shieldgun)
http://img.photobucket.com/albums/v607/The_Head/11-06-middle.jpg

Have made some other tweaks in the underground areas which sucked frankly, I couldn't think of an interesting way to decorate them either. So removed the underground route between bases (d/w theres still a couple to choose from)
http://img.photobucket.com/albums/v607/The_Head/11-06-redesigned-side.jpg

this shot showing the more direct path to the jail
http://img.photobucket.com/albums/v607/The_Head/11-06-redesigned-side2.jpg

Inside that door you get this:
the whole at the far side goes down to the Jail. (Yes Jail_) ;)
You get out with a jumpad -went with this too keep gameplay fast
http://img.photobucket.com/albums/v607/The_Head/11-06-redesigned-route-to-jail.jpg

And the best bit :D
One jail for both teams
yeh you read that right, congrats on the code Jrubzjeknuf. How it all works will be left for now. (main reason being I have to get it working properly)
http://img.photobucket.com/albums/v607/The_Head/11-06-Jail.jpg

Most of the map will still take some tweaking in weapons and visuals Although the bascis are done now. Jail needs some work, very bland at the moment.


As I said about the jail. I'm having a couple of probs.... the doors won't open.... can't work out why. Will replace all the involved actors and that should hopefully fix it

expisCoR
11th Jun 2005, 04:12 PM
YAY, I've been waiting for a shared jail for some time now.

tarquin
15th Jun 2005, 02:23 AM
How does the shared jail work?

expisCoR
15th Jun 2005, 07:47 AM
To me, it seems that team-specific teleporters/jumppads will be used.

The_Head
15th Jun 2005, 11:54 AM
At the moment it is like this:

1 jail with 2 doors. red team release the red door opens and vice versa. Behind the door is a volume that will kill the players that shouldn't escape. Behind the red door the blue players are killed and vice versa.

Am currently making some of the rooms look better and will get a beta out later unless some thing goes wrong.

CoolDude
15th Jun 2005, 01:05 PM
To me, it seems that team-specific teleporters/jumppads will be used.TeamTeleporters (http://forums.beyondunreal.com/showthread.php?t=159670):flak: AAAARRRRRGGGG

The_Head
15th Jun 2005, 02:12 PM
Mwahaha me gets there first....
No Idea how to fix myself. Jrubzenuf seems to know coding fairly well, see if he can perhaps see something that you can't.
My coding skills are at the swap numbers and see what happens stage, or trial and error.... UT99 I had a better idea....
Hope you get it working mate

The_Head
15th Jun 2005, 04:38 PM
Ok heres a beta for you to test out.... there is bot support (there was last time i looked :p)
Also the jail now works, courtesy of some loverly coding by Nova / jrubzenuf

Download Link - UK (www.unrealized-potential.com/files/JB-Egypt-beta2.zip)

Download Link - Germany (http://www.qfile.de/dl/36468/jb-egypt-beta2.zip.html)

Jrubzjeknf
16th Jun 2005, 06:23 AM
TeamTeleporters (http://forums.beyondunreal.com/showthread.php?t=159670):flak: AAAARRRRRGGGG

Perhaps try to combind a team specific teleporter with a team specific fearspot?

Working on a SharedJailExtension. Should be possible to kill enemies with all weapons. Other details soon

@Head: looking nice :)

CoolDude
16th Jun 2005, 12:08 PM
I gave it a quick 15 minute run, and it looks good.
Some points:

- Divide your playerstarts around the bases. Bots are kinda stupid, you know. I saw one round where six blue bots took exactly the same route, right until the supershield in the middle, where they encountered six red bots, which exactly took the same route on their side.

- Bots (at least the blue ones, I haven't seen any red one make that mistake yet) intend to go for the wrong door sometimes in jail if opened. They probably go for the closest door, even when that door is not opened (messed up door-actor?).

- Why am I blocked in between those pilars (see pic)? The gaps seem to be wide enough.

- I would put a blocking volume at all the open top area's, to avoid that people can get up on there somehow and use it as an exploit (transloc, quadjump, shieldjump from somewhere).

- Don't forget the loading screen / JBPanorama.


Lol @ "do not enter" signs ;)
I will give it another run when I've got some time left.

CoolDude
17th Jun 2005, 05:31 AM
I just checked the jaildoors.
To fix them, do the following:
a) For both doors, put bBlockedWhenClosed = True
b) For both doors, remove the DoorTrigger=jailinfo ( so DoorTrigger=None)
Then they will work OK.

- leave the doors open a bit longer, bots which are on the other side of jail when the door opens won't make it through the door.
- I would change the arena timings to min. 60 and max. 90 (now it's 30/60 which is too frequent for this size of map).
- don't forget the level description.

The_Head
17th Jun 2005, 10:15 AM
Thanks for the feedback mate.
Playerstarts will be moved around by the time of the next release, they suck where they are... its just thre out of the way for now.
Bots going to the wrong door will hopefully be fixed when i get around to it. Just need to play around with the settings.
Those Pillars are using the default collision, which are terrible... will replace them.
I will put blocking volumes over the top iof the whole map, or perhaps killing volumes, will be more painfull :p
Will get panorama, loading screen and screenshots done for the final release, once everything is complete.

Thnx for the jaill door stuff, i guess that is the fix for the bots being dumb.
Timings for the doors will be tweaked, same with the arena.at the moment I'm just trying to get the level to work on a basic level.


As with the screenshots etc, I'l get the level info done, just need to think of something good. Not all that **** about an abandoned place found by Liandri to be used in the tourney like a lot of people have used :p (not in JB though iirc)

Has anyone else tried it other than Cooldude?

The_Head
29th Jun 2005, 05:08 PM
Sorry for the lack of updates. Been busy with other things - installing new computer being one - its nice ;)

Got some new pics for you to cast your eyes over.

http://img.photobucket.com/albums/v607/The_Head/spines.jpg
http://img.photobucket.com/albums/v607/The_Head/pyramid.jpg
http://img.photobucket.com/albums/v607/The_Head/look-up.jpg
http://img.photobucket.com/albums/v607/The_Head/jaildeath.jpg
http://img.photobucket.com/albums/v607/The_Head/across.jpg
http://img.photobucket.com/albums/v607/The_Head/a-base.jpg

The Map is pretty much finished. Just need to tweak a few things, like bots, bit more optimising and then the fun bit, the Panorama :p might also change the death a bit If I can make it like the one I have in my head.

Spudsy
29th Jun 2005, 06:49 PM
Woah, the maps looks freakin amazing now! Now, just one thing; you said the map is almost finished, so why don't you finish tweaking it, release it as a beta, and we will test it to find out if it needs anymore fixing. After that, well, a full public release can be done. Kepp crackin at it Head, you're doing great. Also, its nice to hear you got a new comp.

Kantham
29th Jun 2005, 08:47 PM
http://img.photobucket.com/albums/v607/The_Head/spines.jpg

That is a cool shot. Also , nice change on the skybox i see. I am a master of terragen

Spudsy
30th Jun 2005, 10:24 AM
Yeah the skybox looks beautiful. Man I can't wait for the next version, I'm practically drooling over how beautiful the map looks.

The_Head
30th Jun 2005, 11:41 AM
Thanks you two.
The Skybox is actually very simple. I will be adding some extra details for the final version. I'm currently adding a bit more bsp just to keep it looking nice. Its starting to take some serious time for a rebuild with all the lighting now :p

@ Kantham, on the subject of terrain. I havent used it on this map yet (other than skybox) as it never works as well as I want, and crashes my editor every 2 minutes.
I'm thinking of having piles of sand around the level just for added detail. Might not be worthwhile though, terrain doesn't light too well either, just like Static Meshes.

I'm getting problems with some Zoning. The large Arched doors at the end of the main room are giving me some grief. No matter how I put a portal there it always turns into a hom... :(
Luckily fps is still doing good. well have to test it on my old computer, if that can handle it most people's should be able to. - Can anyone with a computer worse than these specs : AMD 2100+, 512MB RAM, Radeon 9500pro - tell me what there framerates are like?
I get a minimum of 100 fps without bots. maybe dropping to 80 with 15bots and full settings in 1200x1024 resolution. <- I like my computer

Kantham
30th Jun 2005, 12:10 PM
What you can do to add more life to a skybox is adding a terrain of 32X32 (or less) inside your level with the textures that fit the terrain you made inside terragen, and put some light around it. And of course, removing the visibility for the center.

If you want a good skybox or some better visuals, just tell me and you could hook me up on a IM.


But the way , i am having trouble aswell for the moment with a map, and it kinda look like what you just mentioned. Odd.

Spudsy
30th Jun 2005, 01:51 PM
When mappers collide!

The_Head
30th Jun 2005, 02:52 PM
@ Kantham: Not sure what you mean with the first part. Do you mean create terrain around the playable bit of the level that looks like a sort of skybox (but isnt) with the real skybox behind that? - for better visuals?

Thanks for the offer on the visuals - thats one part I am already happy with ;) If you know how to make bots much smarter let me know :lol:

You got the hom problems aswell?? its really starting to irritate me. Everytime I rebuild the map I find a new one.



@Spudsey: :p


@ All:
Should be able to release Beta3 later, unless something goes horridly wrong (touch wood)
How many people would object to having blue spawn points next to red ones and vice versa. This would mean your almost certainly going to get some deaths at first and then have a reason to attack the release switch. (In competative matchs its tempting just to camp)

Kantham
30th Jun 2005, 03:27 PM
@ Kantham: Not sure what you mean with the first part. Do you mean create terrain around the playable bit of the level that looks like a sort of skybox (but isnt) with the real skybox behind that? - for better visuals?

Thanks for the offer on the visuals - thats one part I am already happy with ;) If you know how to make bots much smarter let me know :lol:


Yes , that is what i was talking about.

And yes, i know how to make bots play well, pretty much on foot and with vehicles.

The_Head
30th Jun 2005, 03:56 PM
I've got a lil' present for you all!

JB-Egypt-Beta3 (www.unrealized-potential.com/files/JB-Egypt-beta3.zip)

Enjoy and post loads of response please. As stated in the readme I want feedback on:

1) Excecution Sequence, shall I work on something more interesting and original
2) How is the map running on your computer? is it really bad fps?
3) How dumb are the bots. Will put more work into making them better for final release, for now I just wanted to hget a beta out
4) DO you like the looks of the map?
5) Does the music fit in well?

ofcourse anything else in addition will be lovely.

ENJOY!!

Kantham
30th Jun 2005, 04:50 PM
Very nice map. Liked it alot. The lighning is a bit cheap, but it looks great at some places. For the bots, they are doing well.

-I had a big lagout in the middle, i guess it's due to bot CPU calculation or somthing like that. Don't mind if no one else talk about it ;)

-Yes , good music

-The jump pad are not pushing me where i am suposed to go. I need to push foward to reach it....

-Biggest bug : it happen that i/or a bot spawn Sometimes inside our/their base. That should be fixed!

ZedMaestro
30th Jun 2005, 07:29 PM
I think framerates could be better. I'll have a peep at your zoning and antiportaling at some point.
I got a bit lost occasionally. The team-coloured chevrons would be nice in a few places, or even custom arrows if you want something less common :)
Yeah. As Kantham said the jail-exit jump pads dont push you out... you have to be holding down Forward to get out.
For the execution the flies may as well be set to Dormant (in the JBMonsterSpawner's Object properties) as they are in an enclosed area before being released. It looked a bit odd seeing a teleporter effect around them all when they appeared.
Also, the delay before the execution doors opens seems a bit too long where nothing happens.
There didnt seem to be much health around.
Your JBGameObjectiveSwitches must not have an ObjectiveName. If you look at the scoreboard you'll see that underneath each player it says, for example, "Attacking red_release". You must remove the "red_release" and "blue_release" strings from the JBGameObjectiveSwitches' properties.
The LoadingScreen is in desperate need of an anti-aliased screenshot.
The Panoramic Map seems a little unclear. I mean that you can't really identify any routes in the map. If possible try and get a closer shot and also try and get a clearer view of the paths.
A great trick with minimaps is that you can always set any annoying surfaces to Invisible (and similarly static meshes can be hidden) if they obstruct a view of a particular area. A marker for where the switches are could be a good idea too.
And again as Kantham said, fix that spawn bug :p
The level description text is almost an essay. Any chance of making it shorter?
The map is called JB-Egypt, but the map Title is called "Tribute to the Sun" if I remember correctly. Thus, on the scoreboard and web scoreboard the map is "called" "Tribute to the Sun". It seems to me a bit weird to call a map something completely different to its filename (as, for example, the title "Abbandoned Heights" is ok for JB-Heights)

Those comments result from a 10 minute play. When I get the chance I'll dig a little deeper ;)

ZedMaestro
1st Jul 2005, 04:22 AM
A fussy thing about zone names, "By the Blue Weaponlocker" just seems a bit odd. "Blue spawn room" fits better Imo.
Your zoning is OK. If you pop into the Editor and go into Zone/Portal mode, find the big dark green zone. If you look at the zone top-down you should see where I'd recommend another zone portal on each side where the steps go through the arch.
You need to fix the zone portals in the hole in the ceiling of each spawn location.
The flames in each spawn location seem a bit crap. There's no variation of colour. A good idea is to set it up to range from a bright blue (or even white) to the darker blue.
The small spotlights just above the floor under the pillar things on the wall dont seem right. Only the floor gets adequate lighting, but surely the wall would be lit too by those lights. Also, a teeny corona would be nice under there.
There are very few PlayerStarts where one would expect; where the weapon lockers are.
I personally find that WideScreen cameras look a bit odd; Probably because I'm viewing a wide-screen camera with a wide-screen monitor, so I might get extra stretching. While commonly used, the CameraFrame you can find in most maps is an excellent overlay if you like.
Your defenses need a couple of modifications to work properly:

If you look at the Blue JBGameObjectiveSwitch's GameObjective properties you'll see a setting DefenseScriptTags. This needs to be set, for example in the case of the blue team, to something like "BlueDefensePoint".
Then, all the UnrealScriptedSequences which you want the blue defenders to use should have their Events > Tag value set to "BlueDefensePoint". GameObjectives need to be linked with USSs in this way so that bots defend properly. Currently they just stand near the switch which, while it kind of works, doesn't always result in bots with a suitable vantage point.
Also, don't be afraid to have loads of USSs. You've got 6 in the entire map. I'd aim for 6 per team to give bots plenty of options to go to and so that they move from one to another periodically. Maybe have two USSs at the top by the switch and one at the bottom of the steps. And then another looking down the corridors. However don't put them too far away from the switch.

Your AssaultPaths need a little work: Firstly, none of them should have anything other than "AssaultPath" in their Events > Tag value. Secondly, lets take the blue team again for the example (which appear to be the large Assault Path actors):
There are two large Assault Path actors which are the routes the blue attackers could take; The top one's PathTag[0] should be set to BlueAttackTop or something (as its the higher route), and the other one should be something like BlueAttackLower.
In the AssaultPaths where the Position is 1, the PathTag array will contain BlueAttackTop and/or BlueAttackLower. If bots can get from the AssaultPath where you entered BlueAttackTop as the only PathTag to the AssaultPath you're looking at, put BlueAttackTop as one of the PathTags.
So if they can get to that AssaultPath from both BlueAttackTop and BlueAttackLower, put both those strings into the PathTag array.

Textures

Your textures should be compressed, which will make the filesize much smaller too. For all textures where there is no Alpha Channel DXT1 should be ok. If the texture looks crappy at DXT1, reimport the texture with the same details and compress it to DXT3 instead.
For the PanoramicMap, compress it to either DXT3 or DXT5 (with the same determination as above). DXT1 compression will almost certainly remove the Alpha Channel (in some way; I don't know much about DXTs).

And for the final bit of optimising: Antiportals. These arent easy to explain, so I'll just point you to an Antiportal Tutorial (http://angelmapper.com/tutorials/optimization2.htm).

As a suggestion for a position to place an Antiportal; if you pop into the middle where the minigun is, an Antiportal would be great on each of the slanted sides of that "lump". But ensure that it doesnt create a HoM on the Jail Exit tunnel side.
If you find you need to place others, whatever you do dont place lots of small ones and try not to place more than about 10-15. Defintely no more than 20. Primarily, only place them if they are needed.

I always forget sounds and always give the excuse that I leave them until last... which I do. It seems you've done the same!


A big list, but most of which has to be done I'm afraid. Compressing textures takes seconds though, so some stuff wont take long. :)

Aersik
1st Jul 2005, 07:00 AM
The level appeared very dark to me, which looked odd as the sun appears to be very high. As a result, some areas appear entirely unlit, and some of the pickups appear to be floating in mid-air as the platforms they are on can't be seen

It is still possible to get out of the arena, and for some reason you can walk through this pillar (and its counterpart).

Spudsy
1st Jul 2005, 11:25 AM
Tribute To The Sun? What happended to Egypt dude. :-( Kidding, both of them are good names.

G.Lecter
1st Jul 2005, 11:30 AM
Really improved since the last beta I downloaded... :clap:
I haven't read all the posts avobe, I'm sure I will repeat everything but... :rolleyes:
- Yes, PlayerStart bug, I appeared in the wrong spawnpoint... :con:
- The map is too dark where there is no sunlight...
- The PlayerStarts should be beside the weapon locker, or the weapon locker should be beside the PlayerStarts... :p ;)
- Please don't put all those pickups (flaks, vials, ammo, some 50shields...) so near the walls/corners... :mad:
- Music is OK, but did you get permission to use it? (isn't that track from the CBP2?) :rolleyes:
- The TeamSpecific-KillingVolumes work OK to prevent players escaping from the wrong door in the jails, but, I think sentinels or something like that would be better... ;)
- The skybox has some terrain that should be removed with TerrainVisivility... ;)
- Optimization and bots need more work, but Zed has already explained that... :)

Spudsy
1st Jul 2005, 03:54 PM
Wow, looks like this map is gonna need a beta 4, but don't get discouraged there my friend! It is to beauiful a map.

The_Head
1st Jul 2005, 05:40 PM
Fixed most of the flaws that Zed stated. I'l looking into the lighting, doesnt seem to bad on mine though.
@ Spudsey, I keep changing the name depending on my mood lol. atm it is "Somewhere in Egypt" ;) - also a 4th beta, nought wrong with thaat, the more problems I can get rid of the better.

I Intentionally put the playerstart in the other base to make sure someone dies at the start so you have a good reason to attack. Seems this is unpopular though So I've goten rid of it.

@ G.Lecter
-I'l move the ammo pickups away from the edges so they're in better places to pick up.
-Sentinals won't really fit into the map, and that would just mean something else I gotta try and code
-Music is from The original Unreal / UT99. I exported it from the umx file and converted it to an Ogg. Have no idea who I would need to contact for permissions even If I do.
-With the terrain, removing that little bit of extra will hardly make a difference. And my Editor crashes every few seconds with hiding terrain. I'l do it when I am in a patient mood.

Optimising is doing my head in at the moment. Can add any more zones. (the one Zed pointed out either end of the centre of the map always results in a BSP hole no matter what I do - been trying to get it to work since I first zoned the map)
Anti Portals just seem to be lagging the map at the moment. WIll work on getting them to work better. I wish Geometry just acted as a portal like on UT99.....

Rock On Beta4!

ps. Might not be for a while. I need to put in some practise on UT so out team can give TEZC a fight ;)

Spudsy
1st Jul 2005, 10:33 PM
Rock on Head!

Kantham
3rd Jul 2005, 04:18 PM
When i said the bots lagged out my pc, i was right, and there's why



The bot always show me that with the '' Soakbot '' command, they are always thinking about a way to get to the jump pad but they can't.. that's stupid i know since the jumpad is at the exit of the jails, but it do really lag my pc.

The_Head
3rd Jul 2005, 04:56 PM
Thanks a lot Kantham :tup:. I wondered why it ran fine until I added bots :hmm:
This will be a fun one to fix :s
I havent tried the soakbots command since I have added the jumpads afaik, either that or I didn't leave it going long enough. Looked in the properties of the jumpad, a tag called "onewaypath" looks promising :)
Will check this tomorrow though, If that doesnt work I'l try the extra cost tag. And If I still got the problem I will get annoyed :p
I have had a similar problem with bots on another map before, will have to see if it is a similar problem. Thanks mate

G.Lecter
3rd Jul 2005, 05:35 PM
Have you tried using the TriggereableUTJumppad actor from Zed's JB-Coralation? ;)

The_Head
4th Jul 2005, 04:25 AM
I *shouldn't* nmeed to do that. Although I will have to use that if the other 2 methods don't work. I'll give that a go when I get home from School.

Vatcilli zeitchef
7th Aug 2005, 10:32 AM
Testing your map. Yes I'm late! that always happens to me

-----Edit-----

Ok I played arround sometime

The map looks nice but the botpathing is very straightforward. They always take exactly the same path (I don't see them trying anything else) and they don't seem to find the switch very attractive.

Also I find the map story a little repeative, you use a lot of words double.

The music is an UT99 music heh? Is is actually a bit soft. It should be best to increase the volume a bit (tuning up the music volume for one map can be annoying).
I also find the beginning a bit late it starts about when I have had my first team capture.

There were no actual bugs and the flow is good (though I had some fps drops).
nice map, keep it on

-----edit------

One more thing it would be nice if you would embed those.u files in your map

The_Head
15th Aug 2005, 12:51 PM
Bot paths never seem to work when I mae them whatever I do. I'l take a look at the storey behind it. I'l also check the music.
The files will be built in for the final release

Jrubzjeknf
15th Aug 2005, 01:58 PM
HEAD IS BACK! WOOOOHOOOO!

/me needs a hobby

Vatcilli zeitchef
15th Aug 2005, 02:17 PM
So it appears:)

The_Head
15th Aug 2005, 04:56 PM
HEAD IS BACK! WOOOOHOOOO!
/me needs a hobby

Get and learn 3DSMax or Maya or something along those lines. Could do with some new Egypt meshes.
Also you could make that mod we discussed all that time ago, or even the GetOutOfJailFreeCard. remeber that one ;)

Vatcilli zeitchef
16th Aug 2005, 02:59 AM
Already ordered 3DSMax some time ago, Still not here though:(
BTW what map are you working on most right now Egypt or Cyanide?

Jrubzjeknf
16th Aug 2005, 03:49 AM
Get and learn 3DSMax or Maya or something along those lines. Could do with some new Egypt meshes.
Also you could make that mod we discussed all that time ago, or even the GetOutOfJailFreeCard. remeber that one ;)

I made this (http://forums.beyondunreal.com/showthread.php?p=1871230#post1871230). Don't tell me you can't use that.

Also, I'm making progress with the Shared Jail Addon (http://forums.beyondunreal.com/showthread.php?t=162141). It let's people get the best out of the shared jail.

The other things I have in mind:
- JBAddonFinalBlow: a scripted trigger that looks if the winning capture has been made. If so, the death sequences are adjusted, to perform a so-called Final Blow (this could actually be used very well in JB-Gravity)
- JBAddonAlwaysArena: once two players of the opposing team are spawned -> arena match. The addon was already discussed somewhere at this board.
- Multicam: splitscreen version of the Jailcam

No jailbreak:
- Remote Vehicle Controller (with BombCar): if you remember GTA1, you'll probably remember the BombCar mission as well.

And no, I'm not gonna learn 3DSMax. I downloaded it, installed it, opened it, took a look at the interface, closed it again and deinstalled it. The menu was already freaking me out, I don't even wanna *think* about actually using the program :crazydance:

The_Head
3rd Nov 2005, 11:37 AM
M-M-M-M-M-MONSTER BUMP

Whilst on a break from working on a pretty much all new version of Agitation (I have a habit of making 2 maps at once) I decided it was about time I try and finish this map.

Essentially it was done except for a few tiny issues.
Added more playerstarts, done some optimising, new arena (that you don't have to wait so long for some of you may reconise it, prize to the person who reconises it first -NOT open to any of my old clan) and have moved the weapons and ammo away from the walls. Added ambient sounds too.

Haven't really changed any visuals just tidied stuff up.
Think Everything I can do is done.

Download Link - 7z, 3.8MB (www.unrealized-potential.com/files/Maps/JB-Egypt-beta6.7z)

ps, before you ask what happened to bets 4-5, they were internal betas.

4WD
3rd Nov 2005, 02:34 PM
prize to the person who reconises it first -NOT open to any of my old clan
o.O do'h

G.Lecter
3rd Nov 2005, 02:41 PM
Woot! New beta, finally! \o/
- Yes, I played this arena as a DOM map you released some time ago... (Come on, what's the prize... :p). The AssaultRifle should be removed or replaced by another thing... The arena water refection looks a bit odd BTW...
- I challenge INI to take a shot from one of the high pillars/obelisks. ;) The PhysicsVolume is not covering the top of some of them, and due to the lack of blocking or limitation volumes, you can translocate there (although it's very tricky). The PhysicsVolume over the map also may be annoying when you are trying to take the painters...
- The Sunlight gives nice shadows, but it's way too bright IMO. :hmm:
- Maybe it's just me, but the map sometimes freezes/lags for 1 or 2 seconds. It's not the only map where I have the problem, but this one shouldn't go final without zoning those 2 areas that are giving you HOMs... That might help...
- Took a picture of each area and wrote a few more things there:

The_Head
3rd Nov 2005, 03:42 PM
Woot! New beta, finally! \o/
- Yes, I played this arena as a DOM map you released some time ago... (Come on, what's the prize... :p). The AssaultRifle should be removed or replaced by another thing... The arena water refection looks a bit odd BTW...
- I challenge INI to take a shot from one of the high pillars/obelisks. ;) The PhysicsVolume is not covering the top of some of them, and due to the lack of blocking or limitation volumes, you can translocate there (although it's very tricky). The PhysicsVolume over the map also may be annoying when you are trying to take the painters...
- The Sunlight gives nice shadows, but it's way too bright IMO. :hmm:
- Maybe it's just me, but the map sometimes freezes/lags for 1 or 2 seconds. It's not the only map where I have the problem, but this one shouldn't go final without zoning those 2 areas that are giving you HOMs... That might help...
- Took a picture of each area and wrote a few more things there:
-It works better as an arena doesnt it ;)
-Changing around the weapons in there as I type.
Will think of a prize. lol
-Not much of a challenge tbh, lol. Will fix for final version, not thats it desperatly needs fixing. lol
I-'ve never had a problem with the physicsvolume when getting the superweapons. Anyone else having probs?
-Yeh it is too bright from those screenies, I've been playing around with the settings on my moniter, after Cyanide looked fine for me but black to everyone else.... :p
-No idea on what is causing or how to fix the freezing problem. can anyone else shed some light on this. Can someone else try putting zones where the stairs are either side of the main area? I always get a bsp error.
-Working through the screenies, some nice ideas there, something to vary the gameplay a bit, Very good point on the paths coming together too early.
-Can't see the problem with the dodgejump slide, c'mon if a bot can do it easily... :p



/Waits for a million exploits from INI

INIQUITOUS
3rd Nov 2005, 09:35 PM
hi, i gave it a quick spin, its sure come along way :) when i first saw the screenys ^^ i thought "ooh a complete bsp map, no terrain, there wont be many bugs if any" but i found a few thingys :) and lector i accepted your challenge and did one better and got a screenshot from the top of the map :D

ok some things first that i havnt got screenys of.

-you can trans out if jail :(
-the arena should have two seprate fluid surfaces with two sperate env maps on them, but seeing as the two sides of water are connected you would get a "texture misalignment" on the env maps. so you could have like a divider between the two ? like a little ramp or trim or something.
-the whole map is abit plain and i think if you made some of the bricks that make up the main texture into actual meshes and had them sticking out and maybe some that have fallen out of the walls etc.. like on CTF-Face3 that would look nice. you could rip up more tiles, like you did in the arena, that would like good over the map. some sand terrain would look nice too i think, not loads just a tiny bit. if you decide to do add terrain add kill volumes underneath it.
-i didnt see/get/find any HOM's and it wasnt jerking for me.
-the mantas are so dumb, you can run around and avoid every single one very easily, i bet an entire team could :( can u make them cleverer lol? some times they get stuck aswel in the wall, where they spawn.

http://img462.imageshack.us/img462/6346/eg18ki.th.jpg (http://img462.imageshack.us/my.php?image=eg18ki.jpg)
just a mesh sticking through i think. happens on both jails. one more than the other.

http://img124.imageshack.us/img124/8869/eg23kp.th.jpg (http://img124.imageshack.us/my.php?image=eg23kp.jpg)
what happened here? when i first played it, i remember seeing a picture on this . but after one round it disapeard and went all wrong :S thats the first time anything like that has happened to me!

http://img124.imageshack.us/img124/2852/eg38zm.th.jpg (http://img124.imageshack.us/my.php?image=eg38zm.jpg)
oops! bsp error of somesort.

http://img133.imageshack.us/img133/5117/eg40qk.th.jpg (http://img133.imageshack.us/my.php?image=eg40qk.jpg)
mesh alignment, i thought this one quite noticeable.

http://img133.imageshack.us/img133/5487/eg78ay.th.jpg (http://img133.imageshack.us/my.php?image=eg78ay.jpg)
this mesh needs lowering abit more so you cant see up inside his skirt lol and straight through him.

and last but not least :D
http://img133.imageshack.us/img133/5073/eg56ye.th.jpg (http://img133.imageshack.us/my.php?image=eg56ye.jpg)
you can trans straight through the physicsvolume up here. the volume is way way below so u dont lose any health....put a limitation volume in the same place as the physics volume or a bit lower or something so u cant trans anywhere.

:)

The_Head
4th Nov 2005, 07:02 AM
Trans out of jail ???

Since when can you get the trans in jail? it gets disabled when you walk into it.
If it is the supertrans thing that IG gets played with at times It is only going to a affect a minority of people. I can't help it that certain mutators can make maps really easy to exploit, its a bit like with that mod which has a random teleporter in the weapon selection so you can get out of jail.
I don't like the idea of having to change a large amount of my map to cope with a mutator that isn't all that common.
Being able to get above the map comes into this, I have deliberatly left it possible to get out of the top at expense of 25 damage per second. Changing the whole thing for a blocking volume will spoil one of the intentional routes that suicidal people could use to try and get the switch.

Arena:
What dya mean by 2 seperate fluid surfaces, where would they go??? I really can't see what you are getting at here.

Jail:
Nothing I can do about the mantas that I know, I could make a subclass, but this might cause a similar problemn to 4wd had on lego where they wouldn't attack properly and for any length of time.
I am going to maker it look nicer for certain.

I will fix all the misalinments when I get home, thanks for spotting them. Last night I was working through Lector's points, including lots of visual tweaks.

WIll keep you up to date.

ps anyone else played it?

Aersik
4th Nov 2005, 08:04 AM
There is an exploit that allows you to spawn with the normal xloc when you are sent to jail, but if you switch away or suicide in jail you are unable to select it until release. As far as I'm aware INI's using the XxxX xloc, which is a bit dodgy and you can spawn holding it in jail by suiciding repeatedly, but i haven't really tried it.

4WD
4th Nov 2005, 08:59 AM
just a minor thing in jail: set the monsters to bMonsterInGodMode=True
atm you can kill them, and since they were moving rather slow (wich is a thing you cant change due to the behaviour of them) it's easy to kill them all ;)
like the map, keep it up.

INIQUITOUS
4th Nov 2005, 09:14 AM
the transing out of jail you can do with the xxxx trans by suiciding to get it back,which is a very popular trans btw. and then theres the other bug that Aersik poied out with the normal trans.. and its a bit silly to be saying "I don't like the idea of having to change a large amount of my map to cope with a mutator that isn't all that common." when all you need is a volume. right click volume>limitation volume>properties>disable trans or summat . done. and who mentioned blockig volume? "Changing the whole thing for a blocking volume". you acn stil ahve that gameplay element, just disable the trans.

the arena. at the moment you have one fluid surface correct? or an Xproc mesh. that covers the entire floor. on the surface you have an env map correct? in the arena there is two main rooms correct? in one main room you can see that it is there where you took the screenshots from to make the env map and the env map looks nice there. go to the other room, the other open space and you have the same env map on so the surroundings are all wrong on the reflections. in this other room make another env map for a second fluidsurface so you have the correct reflections in the water. because they wil b two and the are joined by a small stream of water, just cut it in half, add a stone or something. its very lazy to have shoddy env maps. the one you hav is nice but it needs a second because the other room should really have its own. its not like a big open space where you can use the same one. its basically two different fluids. jsut trying to make the map look good.

The_Head
4th Nov 2005, 10:50 AM
Oh Limitation Volume.
Had forgotton what they did :)
fixed. Cheers for that.

Making quite a few changes in the arena, initially it might not look as nice but will work on it.

Mr. UglyPants
3rd Dec 2005, 02:11 PM
BUMPAGE!

The_Head
6th Dec 2005, 02:32 PM
Nice bump there.
Am having problems with the new jail death sequence.
Anyone here really comfertable with using triggers to set off different combinations of movers?

Thats All I have to do

G.Lecter
6th Dec 2005, 05:54 PM
I've become a good friend of triggered movers... :D
Please, explain what you want to do exactly. I might help you with this... :)

The_Head
7th Dec 2005, 10:03 AM
Can't open up the map at the moment. Apparantly I am out of Virtual Memory (I'm not..... Every other map opens fine at the moment.)

Will try and sort it out as soon as I can and describe the problem to you.

Alternatively I will have to get my ftp upload fixed then will upload it so you can download it and take a look for youurself

Vatcilli zeitchef
8th Dec 2005, 09:12 AM
Working again? :)
We'd all like to see it.

The_Head
12th Dec 2005, 09:24 AM
Still not working.
But have uploaded what I have so far, please see if you can open it, I'm completely baffled that I can't....
download here (www.unrealized-potential.com/files/Maps/JB-Egypt-beta7+.7z)

And for anyone who can get it open, any ideas why I can't???

Also someone take a lok at the attachmovers and al lthe triggered moveers in the jail.... couldnt get them working before.... I just want to get this map released now.... am pissed off with it... lol

G.Lecter
12th Dec 2005, 12:46 PM
I just want to get this map released now.... am pissed off with it... lolNo. If you don't want to work on it, don't work on it, but never release it 'unfinished'. I wouldn't mind waiting for ages if the final is a good one. Maybe you must forget this one for a while until you get new ideas or something to do... From the JB maps you've been working on, I definitely like this one the most. :)
No problem opening the file here, it is using the 1st version of the TeamSpecificActors. Perhaps you removed it after downloading the 2nd version, they are not compatible... ;)

Some thingies:
- Scale the map down to Factor 0.75! I've tried it and I think it works 25 times better! :p Less open, yet not cramped, you can cross the whole map much more easily, you can dodgejump from the Flak spot to the minigun hill... \o/ In addition, the brushes stood aligned to the grid and no BSP bugs happened! You only would have to delete the Antiportals (they can't be resized) and place new ones, and lower the playercount to 8-10... ;)
- The 4 big strucural staticmeshes over the map that are surrounding it don't look nice for me.
- Execution: I don't like the new one tbh, we have already seen that in JB-Gravity, and that one fitted better with its theme. Now that the jails are smaller, I think the monsters can be brought back and working: Some bricks disappear in the jails and a few small monsters come from the holes... just an idea... :rolleyes:
- Move the LightingGun in front of the doorway? (instead of the corner)
- The sunlight is too bright, and the shadowed areas need some more ambient lighting as they are looking nearly black...

Don't rush this map, please! :)

The_Head
12th Dec 2005, 02:44 PM
No. If you don't want to work on it, don't work on it, but never release it 'unfinished'. I wouldn't mind waiting for ages if the final is a good one. Maybe you must forget this one for a while until you get new ideas or something to do... From the JB maps you've been working on, I definitely like this one the most. :)
No problem opening the file here, it is using the 1st version of the TeamSpecificActors. Perhaps you removed it after downloading the 2nd version, they are not compatible... ;)

Some thingies:
- Scale the map down to Factor 0.75! I've tried it and I think it works 25 times better! :p Less open, yet not cramped, you can cross the whole map much more easily, you can dodgejump from the Flak spot to the minigun hill... \o/ In addition, the brushes stood aligned to the grid and no BSP bugs happened! You only would have to delete the Antiportals (they can't be resized) and place new ones, and lower the playercount to 8-10... ;)
- The 4 big strucural staticmeshes over the map that are surrounding it don't look nice for me.
- Execution: I don't like the new one tbh, we have already seen that in JB-Gravity, and that one fitted better with its theme. Now that the jails are smaller, I think the monsters can be brought back and working: Some bricks disappear in the jails and a few small monsters come from the holes... just an idea... :rolleyes:
- Move the LightingGun in front of the doorway? (instead of the corner)
- The sunlight is too bright, and the shadowed areas need some more ambient lighting as they are looking nearly black...

Don't rush this map, please! :)
Not sure if that was the exact reason for the problem, but it was to do with the team actors. I have all the versions As I tested every version Jrubzeknf had worked on. But I sent him the map, he replaced the actors with the new ones.... SO thats one less thing to piss me off at the moment. lol

I'll Try the new scale, although I think 75% might be a little drastic, but thats just thinking it in my head. lol

I presume you mean the hugge web/arch type thing. I liked it for the shadows it gave and it broke up the skybox a bit. I do have a lot more detail up in the higher areas of the map now so will take a lok at it without.

When you say you dont like the new one. Is that with how it is ingame??? or when you are looking in the editor seeing how it *should* work?

WIll look into the sunlight. Its hard judging it right.... different peoples monitors are set at different levels (/thinks back to arguements on Cyanide's brightness)

I'm not gonna rush it, would be silly after all the time I have spent with it. Just fed up with it being sat on my harddrive for about 6 months still unfinished.. lol

Hopefully I will get some nice time over the xmas holidays to work on this.

INIQUITOUS
13th Dec 2005, 08:24 PM
Let me know when you want it testing again :) sounds like alot has happened to this map since i was here last , cant wait too see it now.

The_Head
16th Dec 2005, 06:34 PM
Think I may be able to get another beta out this weekend with any luck.
Made the jail look much sweeter, trying to come up with a nice original death sequence. The on I have with the monsters coming out of a door is a bit overused imo.

Can't get the map scale thing to work.... I'm trying to use the tool "scale map" but it doesnt actually do anything.... am I doing something wrong?

Added a new cut through route, it goes from the corridor (between shock and base) and the main room. Makes the map muh faster paced. The bots now attack much better, just need to tweak them a bit, but they are attacking through all 3 routes into the base now, just had a great math against the skilled bots. (Yeh I pwned them but they were attacking well which was what I wanted to achieve)

Now for some screenies.

http://img.photobucket.com/albums/v607/The_Head/newroute.jpg
Here is the new route


http://img.photobucket.com/albums/v607/The_Head/prettyness.jpg
And here is an overal shot of the map. Looks damn nice in the full 1280x1024 res that I have it in.... (/gets larger monitor soon :)) This pic will be used for the loading screen

G.Lecter
17th Dec 2005, 06:27 AM
You should make a stair or something around that new doorway... and make sure the new path won't be overtaken... ;)

Can't get the map scale thing to work.... I'm trying to use the tool "scale map" but it doesnt actually do anything.... am I doing something wrong?You must select what you want to scale before using the tool: Go to the Top viewport, hit Ctrl+Alt and drag a box around your map. (Don't select the arena and the Skybox...)

The_Head
17th Dec 2005, 07:04 AM
Resized the mpa seems good so far. Will give it a good play later to see whether I like it enough like this. scaled it 0.8, you can still jump from the flak to the minigun hill. Couldn't find anything I didn't like about the resize at a quick glance and didn't see any HOOMs which is always nice :)

What dya mean by putting a stair aroun the doorway?

Also when making The loading screen, using the templates off of the JB wiki site (think thats where I got them.....) With the UT2004 logo, whats the best way to overlay it? Previously I alwayts uses to cut out all the white which doesn't look so great, all the other bits to add you can get perfect by settings it as some form of overlay, couldn't find one that did the job here.

PS the bots put up a great fight on adept. Inidividual scores I can still beat them but as a team they work well it seems. attacking from differnt directions at once.

The_Head
19th Dec 2005, 10:45 AM
This is driving me ****ing nuts.....

No matter what I do I cannot import the textures I want into the map.....
Yet if i select a random picture off of my desktop it works fine.... like wtf is going on here....

I swear both UED and Photoshop have somit against me..... its ****ed.

i can't import my screenshots or the loading screen that I will finish once photoshop work like it should......

Map would have been done by now.....


Any ideas?

G.Lecter
19th Dec 2005, 01:39 PM
The screens that Hans sent me for Isolated were .bmp and all them were imported correctly. Try saving your Photoshop image in that format, and don't forget compressing it then and setting the LOD_Interface thing... ;)

Well, you made a LoadingScreen for this one and Cyanide already, so I don't know why it is failing... The editor crashes in my comp if I open the texture properties window when a window-skinning program (WindowBlinds, StyleXP, etc...) is running... Perhaps that's your problem...

btw, Give us a final bet befor releasing! :)

The_Head
19th Dec 2005, 01:50 PM
Ah I use windowsblinds, perhaps that is the problem.

Have tried all sorts of different formats for importing.... will have another go when I am in a more patient mood


btw, Give us a final bet befor releasing!
Will do ;)

The_Head
20th Dec 2005, 10:46 AM
Tried everything with the texture imports...... Am really getting annoyed with this...
Can't think of any reason why it doesnt work :s
UED tells sometimes tells me that the textures of of the wrong sizing, they are not though.

G.Lecter
20th Dec 2005, 11:22 AM
You said you were going to make a 1280x1024 screen... The editor only accepts textures whose dimensions are powers of 2 as you know. Try again resizing your shot to 1024x1024... ;)

The_Head
20th Dec 2005, 12:21 PM
Nah thats just the screen resolution I took the screenshots in. All resized before i tried to import them.
The 1280x1024 screenshot is one I am using as my desktop at the moment because it looks good. Also it serves as a reminder for me to finish this map.....

The_Head
20th Dec 2005, 03:02 PM
OK I'm on a roll (touch wood)

Here is beta 8. This *could* be the last beta.

The bots get stuck in the middle, will fix that on thursday (the next time I am at home, hence am having a beta session while I am not here)
Also I'm going to work on a more original death sequence.

have fun

DOWNLOAD HERE (www.unrealized-potential.com/files/Maps/JB-Egypt-beta8.7z)

G.Lecter
23rd Dec 2005, 01:48 PM
It's near to get finished! More things! :tup:
- Move pickups farther from the walls please! :(
· LightingGun out of the corner.
· Adrenaline pills in the centre area should be more centered IMO...
· Same for the LinkGun ammo.
· 50shield in the RL room, I think it would be better where all those vials and pills are now.
· 50shield in the Shock room: The RocketLauncher area actually is the longest and more dangerous path. Keeping a shield in it will make it interesting enough... Yeah, there is one already, yet it would not be interesting if there is another one in the shorter path... That's why I think the shield in the ShockRifle room should be removed. If you keep it, IMO it would be better where the healthpack is now, and the health would go down in the hallway. A dodgeramp where this shield is now would work btw...
· I don't like much those holes with vials and pills beside the Minigun...
- Add more blockingvolumes around some meshes to soften their player collision... ;)
- All that decoration in the LinkGun room's floor... If you can't smooth the coliision, I'd say remove them. The place will be pretty interesting with 2 healths and I wouldn't like to get stuck there every match... :hmm:
- Spread a few more ammo pickups in different places, far from their weaponbases. You can remove some of the ammo pickups beside the weapons then...
- Sometimes if you touch the enemy door in jail when it's closed, you die! :(
- The hole with the jail jumpads is a good hiding spot. IMO a sort of door should be added to prevent free people from going there... Someting like the mover after the FlakCannon jumpad in DM-UCMP-Bloodrun... ;)
- The jails look a bit too dark.
- Pics:
· 1. I never liked too much the current switch area... :p
· 2. Drew the stair I was talking about in my previous post.
· 3. Looks so black... :rolleyes:

Jrubzjeknf
26th Dec 2005, 11:40 AM
execution idea: have holes at the top of the jail in each corner where sand goes through and fills the whole jail up with sand. Something like water only then different :)

Vatcilli zeitchef
26th Dec 2005, 12:20 PM
Do i smell a remake of a JB III execution? :3

Mr. UglyPants
30th Dec 2005, 09:35 PM
Bump!

The_Head
1st Jan 2006, 09:29 AM
All done Except for the death sequence.

Making a good one with sand fallin down and then being buried by rocks is prooving much harder than I hoped.

Getting the sand to look like sand is tricky, getting all the timing right is also hard. Also does anyone know how to stop the emmiters 'amplifying' each other when they are behind one another (It gets really bright and looks bad) (I'm using a smoke texture coloured to look like sand)
Also I need some form of static mesh to act as the rising sand, trying to do it with terrain is highly unsuccesfull, always crashes the editor and I have never had success with any attach movers, don't even know if it is possible with terrain.

Aersik
3rd Jan 2006, 06:00 AM
I still think the shadows look a bit dark for midday in the desert, but I can see where I'm going now :P. And I'm finding the escape too easy again.

Incidentally the bots could hurt me while I was in jail with god mode on, which I assume is a bug in the shared jails.

Mr. UglyPants
8th Jan 2006, 09:47 AM
Any updates?

The_Head
8th Jan 2006, 09:49 AM
Havent had any time to work on it since last updatge. am busy with work and revision for the many exams I have soon

Jrubzjeknf
8th Jan 2006, 01:04 PM
Aersik: it isn't a bug of the shared jails, it's a bug of jailbreak. Jailfights don't take godmode in account or any other protection offered by mutators iirc, though it does take JBProtection in account. Also, when (more then) two players take out their primary weapon in the same jail, bots will not charge at any of them.

Exams? Got a midterm tomorrow, 150 - 200 pages of reading to go. It's now 20.03. I'm off..

Mr. UglyPants
22nd Jan 2006, 04:31 PM
The Head are ya gonna finish the map? oh and BUMP!

The_Head
21st Feb 2006, 06:14 PM
Ok heres the final beta, just incase there is something wrong with it.
This has gone through lots of testing in SP it just needs multiplayer testing.
With a bit of luck Sexmachine will put it up on the mothership with the other beta maps that are about at the moment. Jrubzjeknf's teamspecificactors are now imbedded in the map itself so it shouldn't be a problem on a server.

Download Here (www.unrealized-potential.com/files/Maps/JB-Egypt-finalbeta.7z)


Had to give up on the "getting buried" execution, just couldn't get it working properly.
So there is a new one, thats simple, but fun. I can always release a sequel to this map if i ever crack the execution problem. This is fully playable though.

Specific thanks to:
Nova / Jrubzjeknf - for the teamspecific code
G.Lector - for his in depth advice on changes to the map
Iniquitous - for his deep bug testing
Aersik - for making the escape look easy
and all the other people that posted here.

INIQUITOUS
21st Feb 2006, 07:06 PM
ill bug test it again for you :) and btw you spelt my name wrong :(

G.Lecter
22nd Feb 2006, 12:52 PM
A few last-minute things: :tup:
- I'd lower the playercount a bit... Sometimes there're too many bots around a small area...
- Flak platform needs a moved tile so you can dodge up and take the Flak before Release Protection is gone...
- The bases are too open... A couple of crates around the Bio can add some interest. (Crates are fun! And they're a good place to fight snipers... :D)
- Healths should be a bit farther from the corners IMO, there's a risk to get stuck on the stairs in the centre area. A single healthpack in the ShockRifle area is enough, there are some vials already...
- Centre area's camera could be moving, like Divergence's one... ;)
- Any chance to trim all the stuff around the release swith? :( The stairway by the Flak cannon could be trimmed a bit more, too...
- The flags in the bases look so static, couldn't you use xProcMeshes instead? ;)
- Execution takes too long to happen... And once I saw one of the monsters to take the jumpad! :lol: Any way to turn them off during execution?
- It would be good triggering on a kind of team-coloured laser beams during a release if one of the players goes near the not-allowed door. Yeah, lasers don't fit much with theme, but the autokill would be a bit more 'visual', easier to learn... :rolleyes:
- Jails look a bit too dark, a pair of torches there?
- Arena needs ammo pickups nearer the weapon locations. ;)

The_Head
22nd Feb 2006, 02:22 PM
Flak platform needs a moved tile so you can dodge up and take the Flak before Release Protection is gone...
Look to the side of the platform right in the corner, you'l see there is one.

It would be good triggering on a kind of team-coloured laser beams during a release if one of the players goes near the not-allowed door. Yeah, lasers don't fit much with theme, but the autokill would be a bit more 'visual', easier to learn...
I'm going to leave it how it is, it would really look out of place, and your only going to run through it once from that point you will avoid it, unless you want to die.
And it will be fun watching any noobs come on a server running the map saying "omgwtfbbq i die when I run out of jail"

Arena needs ammo pickups nearer the weapon locations.
Unnecessary. If it takes that much ammo to kill someone in the arena you deserve to loose the arena match. It also forces you to use a range of weapons IF you do run out of ammo.

Playercount has been lowered. Don't like the idea of crates in the main base. removed some health. I'l have a go with the trim in the base, will be fiddly and time consuming, but will still have a go.
Death Sequence is slow to add to the suspense. If you can manage to run out, avoiding the Warlords and get away you deserver to stay unkilled in front of the others ;)
Added some torchs in the jail. Have also borrowed some xproc meshes from a stock map.

/Waits for online Multiplayer beta test.

Sexmachine
22nd Feb 2006, 03:40 PM
I have added the map to the MotherShip for some betatesting - have fun!

tarquin
23rd Feb 2006, 06:47 AM
If the TeamSpecficActors_v2.zip file in the zip isn't required, don't put it there. It'll only confuse people who don't read the readme.

tarquin
23rd Feb 2006, 06:56 AM
I'm not sure I've actually played this one before.
Good map, good layout :)

But there are parts of it that seem too dark for a daylight map, eg parts of the stairs up to the switch, and the little alcove beneath it too.
Also, when I spawned in the ammo area to the side of the switch, I had a torch thing right in front of me. When you spawn, you normally start running forward, and this thing blocked me.

PS. The borders on the cameras are great! Really nice touch!

4WD
23rd Feb 2006, 09:57 AM
Death Sequence is slow to add to the suspense. If you can manage to run out, avoiding the Warlords and get away you deserver to stay unkilled in front of the others ;)
once the doors opend, you can take the jumppad to evade... warlocks running behind you through the map .. until the fallback time elapses and kill you anyway ;)

Vatcilli zeitchef
23rd Feb 2006, 10:21 AM
And meanwhile the others are annoying themselves to death about the time it takes to continue..
I have been walking out there for about 25-30 seconds
(I don't know exactly how long) but imagine how other players will feel if that happens often (not to mention that player can kill the ppl on the winning team)
:D

Glad to see you got it to a final beta :)

Annother nitpicky thing is that one of the lightsources in red base has a mehs that looks like a blue light.. but changing that would need a custom tex wich is not worth it. and it is not too inportant ;)

The_Head
23rd Feb 2006, 10:39 AM
Ok, had a play around with the lighting, its a bit better now (I think) will have to do some comparisons.

I have sorted out those playerstart's positions

Would the camera borders be better going horizontally to create a widescreen image?

OK I'l set the jumppads to not work when the jail death sequence is on, of course you will be able to shield jump out, and that is worth trying to do, very tricky I imagine. Maybe I could spawn another warlord at the top? lol

I have dropped down the fallback time, didn't realise it was so long, left over from my previous attempt at a original death sequence.

I could adjust the lightsources quite easily really, just depends on how nicely photoshop acts.

G.Lector, am currently working on getting that trim on the stairs ;)
wish I got round to doing it before, it looks nice, I may also get rid of the "pit" down the gap between the platform and the stairs, might fill it in. or maybe extend the platform out in a curve.
ps managed to find that dodgeamp yet? :p

Once again: is everyone's framerate still ok?

The_Head
23rd Feb 2006, 02:27 PM
2 pics to show the trim on the switch platform
http://img.photobucket.com/albums/v607/The_Head/piccy0.jpg
Here is looking down from the top, the platform is now curved to follow the stairs. It also servers to make seeing people coming up the stairs tricky unless you stand right on the ege (making yourself vulnereable)

http://img.photobucket.com/albums/v607/The_Head/piccy1.jpg
Heres from the other side looking upon the platform.

Vatcilli zeitchef
24th Feb 2006, 04:58 AM
Looking great :)
Keep it up!

Yeah the widescreen would be a good idea to add to the cams, I'd say do it ;)

tarquin
24th Feb 2006, 06:35 AM
Those two shots show what I mean about bits being too dark.

Looking great :)
Yeah the widescreen would be a good idea to add to the cams, I'd say do it ;)

I don't think the borders will look as good in widescreen.
Try it though, see what you think.

Sexmachine
24th Feb 2006, 08:58 AM
Yeah the widescreen would be a good idea to add to the cams, I'd say do it ;)Argh, widescreen on standardcams = NONO - keep that one for the executioncam please, ty. :)

INIQUITOUS
25th Feb 2006, 11:43 AM
ok i bug hunted and only found a few small things. Alot has changed since i alst played this map. Last time i played it there was water in the arena! its very nice and almost done!!

ok heres my bug report:

http://img145.imageshack.us/img145/7194/egpyt13bj.th.jpg (http://img145.imageshack.us/my.php?image=egpyt13bj.jpg)
Ive never seen this before on the pano where it says "defending_Release_red" is that custom code? has it always been there? and why does ti say release red when i am on blue team :O

http://img108.imageshack.us/img108/5020/egypthide7vi.th.jpg (http://img108.imageshack.us/my.php?image=egypthide7vi.jpg)
This is the only hiding place i could find, behind those big statues and you dont need the trans to get behind either.

http://img240.imageshack.us/img240/2962/egyptupskirt9kr.th.jpg (http://img240.imageshack.us/my.php?image=egyptupskirt9kr.jpg)
You can still see up his skirt! lol

http://img240.imageshack.us/img240/9672/egyptsky1tb.th.jpg (http://img240.imageshack.us/my.php?image=egyptsky1tb.jpg)
The skybox isnt aligned properly or something plus there are much nice ones available now :P *winks at hazel*

INI

Hazel.H
25th Feb 2006, 12:13 PM
Looking good :) first time I played the map...

- The health vials in the arena are too close the the walls and between the pillars
- You put a redeemer on one side of the map and an ion painter on the other. This unbalances the map IMO as the ion painter can only be used in open areas and takes time to charge up whereas you can fire the redeemer anywhere. I think you should change them both to ion painters. Having the redeemer in the map as well seems a bit overpowered.

- The lighting in the map doesn't seem right... it's really dark in some areas where the sky is bright in comparison. You could add large radius & low brightness lights to make shadows with a slightly bluish tint. Most of the wall light meshes don't have coronas and have little or no lighting.
http://img114.imageshack.us/img114/959/egypt11ph.th.jpg (http://img114.imageshack.us/my.php?image=egypt11ph.jpg) http://img114.imageshack.us/img114/7763/egypt27yj.th.jpg (http://img114.imageshack.us/my.php?image=egypt27yj.jpg) http://img151.imageshack.us/img151/9481/egypt35pk.th.jpg (http://img151.imageshack.us/my.php?image=egypt35pk.jpg) http://img143.imageshack.us/img143/8134/egypt42ql.th.jpg (http://img143.imageshack.us/my.php?image=egypt42ql.jpg) http://img124.imageshack.us/img124/7136/egypt62wb.th.jpg (http://img124.imageshack.us/my.php?image=egypt62wb.jpg)

Another screenshot of the scoreboard text:
http://img124.imageshack.us/img124/9770/egypt55kz.th.jpg (http://img124.imageshack.us/my.php?image=egypt55kz.jpg)

G.Lecter
25th Feb 2006, 12:43 PM
Ive never seen this before on the pano where it says "defending_Release_red" is that custom code? has it always been there? and why does it say release red when i am on blue team :OI think that has something to do with the Release Switch tags, they must be left as default [RedReleaseSwitch/BlueReleaseSwitch], ZedMaestro reported that already, I think it's well explained somewhere in this thread... ;)

The trimming looks good btw... :tup:

[Edit:]I always forget saying it! The skybox does not work with my graphics card. \o/ In the wiew where INI reports misaligned skybox textures I only could see ugly greenbubbles. I though can see the terrain, and I like it. Could the terrain be kept and another skybox be added? :rolleyes:

The_Head
25th Feb 2006, 01:13 PM
I have blocked off the area behind Anubis, and you can't see up his 'skirt' anymore, lol.
The joins you can see in the skybox should have been hidden by fog, all fixed now.
I have removed the health from the arena, It just leads to the arena matchs being dragged on.
Painters both sides now, could really do with it being random though between the 2, but its not possible without new coding.
I have played around with the lighting a bit more, just trying to not oversaturate some areas too much, Having the contrast between bright and dark makes it seem brighter than it really is outside imo, but since the common opinion of the darker areas is "zomg i cant see" I have made them brighter.

Not sure what is causing the problem with the disapearing textures, it happens with a lot of maps, have seen it in stock maps aswell.... Its odd.....
Anyone else having the textures in the skybox disapear.

The message appearing on the F1 screen is connected to the ObjectiveName of the Switchs. I have changed it to what is allegedly default, but I can't see any reason why it should be done, its not called for anywhere else in the map. I guess it is something deeper in the JB code.

Hazel, as for the lightblue trim such as around the tops of the rooms, Its not really worth putting lighting along it, I just put it there as it breaks up the edges and highlights them quite nicely, where it is used just outside of the jail exit in the 'tunnel' I will add some lighting around it, because it will actually be noticable there. I wish you could get different shapes of lights..... imagine how usefull it would be to have long thin lights that stretch between to points like a real tube light.....

That is all for now (i think)

Head

RevBillyG
26th Feb 2006, 04:45 AM
Ok, I've been bad. I've only just tried this map this morning.:eek:

Excellent work. Seems a bit ammo-heavy maybe but I was only playing with 7 dumb bots.

Gets a :tup: from me.

G.Lecter
26th Feb 2006, 05:36 AM
I have changed it to what is allegedly default, but I can't see any reason why it should be done, its not called for anywhere else in the map. I guess it is something deeper in the JB code.Don't forget modifying the AssaultPaths and any other NavigationPoint linked to the switches, just an advise... ;)

The_Head
26th Feb 2006, 09:00 AM
The assault paths are linked to the objective tag not the Objective Name, the Objective name is solely used for appearing on the map to show where you are, he nice "defending red switch," no idea why with Ini it said defending red switch when he was on the blue team though, will have to look into that one.

Mr. UglyPants
23rd Mar 2006, 02:00 PM
Is the map almost finished?

The_Head
23rd Mar 2006, 02:35 PM
There is a finished version of this map on my harddrive waiting for an online beta test. I am likely to just do a final release for it tomorrow anyway though....
I can't see any dramatic problems occuring online, there hasn't been any in small scale online testing (ie 2-3 people) so I don't see why there would be anything wrong with it.

The_Head
4th Apr 2006, 12:50 PM
IT'S DONE!!!!
Yeh zipped it all up and uploaded it.
For those who want to be given the link click on the following button:
CLICK ME! (www.unrealized-potential.com/files/Maps/JB-Egypt.7z)

Any people who don't like it easy, search around on my site for it ;)

Nalicity link to come.... when they show it on there website.

RevBillyG
4th Apr 2006, 05:24 PM
Congrats m8! Will check it out later :)

Jrubzjeknf
4th Apr 2006, 05:26 PM
:2thumb:

RevBillyG
4th Apr 2006, 05:33 PM
:D

The_Head
4th Apr 2006, 05:35 PM
I can do smileys too....

:deadhorse:

Kantham
4th Apr 2006, 05:37 PM
YUO HEARD ALL OF U's

HE WNAT FDEEBACKS!!!!!

The_Head
4th Apr 2006, 05:37 PM
YUO HEARD ALL OF U's

HE WNAT FDEEBACKS!!!!!
That includes you

:lol: :lol: :lol: :lol:

Jrubzjeknf
4th Apr 2006, 05:40 PM
\o/

\\o

o//

\o/

4WD
5th Apr 2006, 03:05 AM
exept for the execution wich still takes a bit too long to happen (imo), it's an exellent map :)

The_Head
5th Apr 2006, 04:18 AM
Its long to build up suspense for the death.
I guess its a matter of opinion though :)


Nalicity Link (http://nalicity.beyondunreal.com/map_hub.php?mid=9124)

G.Lecter
5th Apr 2006, 09:30 AM
Congrats for finishing it, good work. :clap:
Hope to play it soon on one of the next Lockdowns. :D

Sexmachine
5th Apr 2006, 11:12 AM
Approaching ... Mothership ... SOON !!! :D

The_Head
5th Apr 2006, 11:13 AM
Approaching ... Mothership ... SOON !!! :D
nice :)
(btw any chance of getting cyanide up for when there are only low playercounts?)

INIQUITOUS
6th Apr 2006, 10:36 AM
wel done on the map! its great. but im sorry to report i found a bsp error and you can trans out of the jail because theres no limitation volume. :(

http://img324.imageshack.us/img324/5492/egysptbsp5dt.th.jpg (http://img324.imageshack.us/my.php?image=egysptbsp5dt.jpg)

The_Head
6th Apr 2006, 10:39 AM
trans = meh
forgot about that.... bit late now... lol

luckily that bsp error isn't too bad, I can live with that.

INIQUITOUS
6th Apr 2006, 01:26 PM
i know its a bit late. i told you not to release it until i had given it a bug hunt!! lol wont be played on any IJB servers :( which is unfortunate...but maybe later there wil be a gold version :D

good job again :)

The_Head
6th Apr 2006, 01:28 PM
I got tired of waiting. nevermind.

I may do a gold version, will see how popular this one is first.
If, JB2004c comes out in the summer, I could do a re-release around then, along with a couple of small fixes, and a better jail death sequence.

But for now, I will concentrate on other mapping projects. ;)

Sjosz
6th Apr 2006, 02:07 PM
Congrats on finishing this map, The_Head, I'm having a lot of fun in this one:)

INIQUITOUS
6th Apr 2006, 03:07 PM
I got tired of waiting. nevermind.

I may do a gold version, will see how popular this one is first.
If, JB2004c comes out in the summer, I could do a re-release around then, along with a couple of small fixes, and a better jail death sequence.

But for now, I will concentrate on other mapping projects. ;)


:D :D :D :D :D :D :D :D :D :D

The_Head
6th Apr 2006, 04:03 PM
I just need to get better with attachmovers and triggering. And I can then have the sequence I wanted to before reverting to the Warlords blasting the crap out of you.

Sexmachine
7th Apr 2006, 03:49 AM
Map added to the MotherShip, lockdown page (http://www.planetjailbreak.com/community/lockdown.html) updated aswell - have fun next sunday! :)

The_Head
7th Apr 2006, 10:00 AM
Cool thanks mate.

@Tarquin, thanks for the frontpage mention ;) - flattering screeny :p

Ikkuh
7th Apr 2006, 10:02 AM
woo :D nice work!

This will definately played more than once next sunday :D