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Bazzwano
16th Feb 2008, 05:02 PM
PC DOWNLOAD (http://www.mediafire.com/download.php?dweaztzy5tm)(VERSION 1.2)
PS3 DOWNLOAD (http://files.filefront.com/CTF+SafeguardPS3rar/;9770646;/fileinfo.html) (VERSION 1.2b)
Downloads Include Images showing the development of Safeguard
Thanks to Anuban for the PS3 cook

Update Coming Soon, Find it HERE (http://forums.beyondunreal.com/showthread.php?t=176346)

Please leave a comment, and for those willing, I would greatly appreciate a review.


change list from beta.. This is now version 1.0 of final.

Reduced brightness on outside buildings
Central hall piece changed, I updating this as I was not as happy with it as i am the rest of the map
Moved bio rifle to top of stairs
Added glass to window in main right room
Change pitch of blue alarm
Clipped BSP visible from window views
Finished Collision
Moved pickups
Changed flak area to allow players who have flag to use jump pad up to flak room
Added some ambient sounds
Reduced death hight so players could not see under map from a fall

change list from 1.0.. This is now version 1.1 of final. just a few small changes for the fussy side of the community

Added colssion for the grills behind rocket and stinger (I didnt even feel this was needed)
added small team logo to flak room
Added building to view from blue vial view
Added reveloving texture and light effect to some of the buildings
Added building to view from link window so players dont see BSP shell (this sadly has gone inside the bases :( )
changed lighting arround team logos in back room
Texture adjustments

Change List from 1.1 to 1.2

Moved meshes that were added in 1.1 that were seen cliping inside the red base
Proscribed paths to prevent the rare accurance of bot getting stuck at sheild.
Changes 2 lights in blue base from red to blue
Removed 2 lights stacked in same location

Some New Images, This one below shows the change to the center area.
http://img180.imageshack.us/img180/8185/centre5me4.jpg
http://img521.imageshack.us/img521/6646/mainrigh6pd2.jpg
http://img521.imageshack.us/img521/7042/makingmain6he7.jpg
http://img408.imageshack.us/img408/1606/leftmain5te9.jpg
http://img408.imageshack.us/img408/7818/mainrigh3yl6.jpg


A Level for UT3

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General Info
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Title: CTF-SafeGuard

Filename: CTF-SafeGuard_V1_2.zip

Author: Bryan Sparksman

EMail Address: sparky_1309@hotmail.com (sparky_1309@hotmail.com)

Release Date: 2th Mar 08

Version: 1.2

Credits:

The content of this level was taken all from the retail version of UT3, I did modify some materials, but a big thanks to EPIC for putting their content into well sort out groups, I would not have been able to do this if it was not for this level of organization.

Thanks to "Larathiel eMail" who created this map for UT1, this map was great, and was simple enough to be the very first map I have made.


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Author's Notes
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Background: Hi, I’m Bryan and I'm 22 YOA, I go by the name Bazzwano on the forums and I am quite a creative person, I've done allot of level editing of both Epics and community made maps in the past, This however is my very first map, it is also my last. I did start making a map for UT1 when i was 16 but despite how good it looked I never finished and never released anything to the public.

I work in a call centre and have been doing concept art on this map for about 2 months now, I forget when I started.

I named it safeguard as this fits nicely to the alarm theme that I have, where if the flag is taken ever one will know. I find this a good reminder that the flag is not in base.
Special thanks To the people at BU for helping me with this and Xepha for coming up with the name, Anuban for publishing the PS3 version, The_Amnesiac for doing a panaramic shot of my map, whitch part of was used for the screen shot preview, and also thanks to all those who supported my with great comments, becuase this is my first map it feels great to hear people enjoy the hard work that I put into this for the community.


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Installation
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Unzip CTF-SafeGuard.zip

Move all files into C:\Documents and Settings\YOURNAME\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

If the directory does not exist, create it manually.

Type "open CTF- SafeGuard" in the console, or select the level in a multiplayer/instant action game.

If you find you are seeing low detail meshes when you play. This is not a problem with my map rather a problem with your game setup. I have managed to fix this for myself.
What I suggest you do, is uninstall, reinstall, patch, and then create the custom maps folder. Next time you play the map, all should look good!


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Copyright / Permissions
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This level is copyright 2008, by Bryan Sparksman.

Authors MAY NOT use this level as a base to build additional levels without explicit permission from the original author.

ANY bug fixes, fixes, changes, and tweaks may only be implemented by the author. No other person or party is allowed to release a modified version of this map without the author's permission. Please Email me regarding any changes you require.

You MAY NOT charge any money for this map or any of its embedded content.

You MAY distribute this level through any electronic media (internet (web/ftp), FIDO, local BBS, Magazine cover disk etc.), provided you include this file.

All other trademarks and trade names are properties of their respective owners.

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Anuban
16th Feb 2008, 05:12 PM
I need the unpublished file for the PS3 cook so just send me a link to it via pm .. either here or on the Epic forums and congrats on releasing a fantastically fun to play level that has awesome visual appeal. You did a really good job on this and I thank you for providing me and the rest of the community with another terrific level to play. :)

Anuban
16th Feb 2008, 06:08 PM
Got it ... will provide feedback later on ... thanks again. :)

T2A`
16th Feb 2008, 06:56 PM
I like the changes. Fun map. :-)

Anuban
16th Feb 2008, 06:58 PM
I like the changes. Fun map. :-)

:eek::eek::eek: WTH??? This from someone who hates UT3 with a passion ... well well who would have thunk it? Folks if a person who hates UT3 likes this map and finds it fun what more can be said in terms of a ringing endorsement? :lol:

Bazzwano
17th Feb 2008, 12:47 AM
Updated [this is added to download]
for those who downloaded and dont want to download again to get the INI just make CTF-Safeguard.INI
the new downloads a few megs bigger because this time I included the panoramic screen

[CTF-Safeguard UTUIDataProvider_MapInfo]
MapName=CTF-Safeguard
FriendlyName=Safeguard
PreviewImageMarkup=<Images:CTF-Safeguard.map-pic-ctf-safeguard>
Description=This is a remake of CTF infested made for UT1.
NumPlayers=6 to 10 Players

Anuban
17th Feb 2008, 01:48 AM
Man I am so envious of your system ... you even have the case I was looking at but man it is so expensive ... you are going to be my target ... the next system I build in a year will have LCS and the top quad processor and Tri-SLI using 3 Ultras ... I must have the best system. No one can have a better system than me ... that is not allowed damn it. :lol::lol:

T2A`
17th Feb 2008, 02:36 AM
Ah, everyone's read me wrong. I don't hate UT3, but it's many problems annoy me very, very much. Custom content is the best thing the game has to offer, IMO, since so much of the retail release is lacking in one form or another. With the lack of populated servers playing online means dealing with overcrowdedness (only a few servers with people but they've all got more players on them than necessary), playing gametypes I don't like, and wading through poorly-configured servers with high pings, which makes the weapons' already inaccurate and inconsistent feel exponentially worse. Thus, new maps to keep random bot matches interesting is the best UT3 can do for me right now.

One huge thing I don't understand is why Epic's so intent on making us play through archaic and ineffective netcode. For instance, the Source and COD4 engines both have netcode that compensates for latency and network troubles, yet UT3 is running on the same bullcrap netcode Epic wrote 10 years ago. The fact that projectiles sometimes still don't explode when hitting targets or don't do damage when exploding is proof of it.

Anyway, carry on with the map pimpage. :-)

Mr. UglyPants
17th Feb 2008, 01:36 PM
Awesome.

Sjosz
18th Feb 2008, 12:47 PM
Fun map. Neat quality.

Anuban
18th Feb 2008, 09:27 PM
Hey BU staff now that this map is released as a final don't you think this is one of those maps that is good enough to be announced. I think you'll find that is the sentiment of everyone who has played it. It is just as visually good as TwistedFace-Ultra albeit in a different way and the gameplay is much better so if you can mention TF then this map definitely deserves a front page shout. :)

Bazzwano
18th Feb 2008, 09:44 PM
Hey BU staff now that this map is released as a final don't you think this is one of those maps that is good enough to be announced. I think you'll find that is the sentiment of everyone who has played it. It is just as visually good as TwistedFace-Ultra albeit in a different way and the gameplay is much better so if you can mention TF then this map definitely deserves a front page shout. :)

Thanks man.. id be so happy, I emailed BU but i guess its not werthy, i thought it would be... its up there with horences, almost

Anuban
18th Feb 2008, 10:36 PM
Its worthy and I am sure it will happen ... if not here then at Planet Unreal ... I'm sure with all the craziness these past couple of days it just got lost in the madness.

Brits_Hit
25th Feb 2008, 03:21 PM
Thanks man.. id be so happy, I emailed BU but i guess its not werthy, i thought it would be... its up there with horences, almost

Your map is great man, without a doubt, but Hourences creates his maps from scratch with minimal to no use of Epic's textures and SMs. To compare your map, which is entirely made of default textures and SMs, just doesn't make sense.

Either way, I meant to comment on your map in the Epic forums but I might as well just do so here.
It's very well put together in terms of layout, decoration and item placement.. I really can't find too many flaws. Great job.

Bazzwano
25th Feb 2008, 03:25 PM
Your map is great man, without a doubt, but Hourences creates his maps from scratch with minimal to no use of Epic's textures and SMs. To compare your map, which is entirely made of default textures and SMs, just doesn't make sense.

Either way, I meant to comment on your map in the Epic forums but I might as well just do so here.
It's very well put together in terms of layout, decoration and item placement.. I really can't find too many flaws. Great job.

yeh I was aware of that, he is really good, i was just refering to the look, but then again, I never downloaded his map so i carnt trully comment

_Lynx
25th Feb 2008, 06:51 PM
one thing - change "updated today" to "updated 25.02.08" or people would get confused.

WildFlower
26th Feb 2008, 11:28 AM
I was curious and downloaded the map and found it to be one of the best custom ones so far. I can't say much about it's originality but what I see is solid. Looks are good, FPS smooth.

It also plays well for the most part. Unfortunatley bots seem to like to get stuck when trying to reach the shield-belt. They just stand in the corner of the box below it until they get killed.

This was with version.. well, I actually don't know. The readme in the zip as well as the file itself state version 1, the OP reads it has been updated to 1.1.

Bazzwano
26th Feb 2008, 02:11 PM
It also plays well for the most part. Unfortunatley bots seem to like to get stuck when trying to reach the shield-belt. They just stand in the corner of the box below it until they get killed.

This was with version.. well, I actually don't know. The readme in the zip as well as the file itself state version 1, the OP reads it has been updated to 1.1.

I have never noticed this, not once, simply never happened to me, what skill level where the bots? were you red or blue team? anyone else notice this>?????

And unfortunitly i didnt get arround to uploading version 1.1, though it has no changes to the bot paths as to me, these are perfect so im not changing them, its odd this happend to you, I did hours of testing with the bots.

WildFlower
26th Feb 2008, 02:18 PM
I have never noticed this, not once, simply never happened to me, what skill level where the bots? were you red or blue team?

Masterful. Red team. Bot would even announce "I'm going for the shield belt!" and then get stuck on the box below it. Happened basically in most matches.

Bazzwano
26th Feb 2008, 02:32 PM
version 1.1 avalible now. This is the final, I cannot amagen a need for anymore changes, but let me know if there are any problems

Masterful. Red team. Bot would even announce "I'm going for the shield belt!" and then get stuck on the box below it. Happened basically in most matches.

In regards to what you told me about bots getting stuck, let me know if this is happening in version 1.1 and ill have a close look into this.. but i must say you are the first to say this and i have not seen this happen once.
were they continual translocation, jumping or just stuck, remember the new patch should fix this anyway

WildFlower
26th Feb 2008, 03:06 PM
version 1.1 avalible now.In regards to what you told me about bots getting stuck, let me know if this is happening in version 1.1 and ill have a close look into this.. but i must say you are the first to say this and i have not seen this happen once.
were they continual translocation, jumping or just stuck, remember the new patch should fix this anyway

Am running the second patch. The bots would stand on the box, facing in the direction of the shield belt, right at the wall of the box where the shield belt is on. In other words: Jump on the lower box, turn towards the shield belt and run until you hit the wall in front of you. That's where they were standing.

I'll test the new version and will see if it happens again.

Bazzwano
26th Feb 2008, 03:10 PM
Am running the second patch. The bots would stand on the box, facing in the direction of the shield belt, right at the wall of the box where the shield belt is on. In other words: Jump on the lower box, turn towards the shield belt and run until you hit the wall in front of you. That's where they were standing.

I'll test the new version and will see if it happens again.

Ok, ill do a test tonight, and if I see anything ill release a 1.2 just for it.
Very odd I never seen this though, they always translocate dorectly to it

DannyMeister
26th Feb 2008, 06:06 PM
Nice map! I haven't noticed the stuck bot problem yet, though I have only played two games so far.

Manticore
27th Feb 2008, 03:05 PM
I'll give it a go. Downloading........

Bazzwano
27th Feb 2008, 07:01 PM
In regards to bots getting stuck by the belt: I played for some time watching the bots get the belt.. they did not seem to have any problem, However I did notice that the bots would somtimes jump down from the sniper room to the lower crate and be stuck for a short time before jumping the rail.. this did not even happen often and i feel does not effect the gameplay at all to releace a new version for.. PM me if this is a great concern for you... but i must say I only play bots, i consider myself great at doing bot pathing for unreal as i have done so with many community made maps for years now.. and i have allot of fun with the bots on my own map.. Im so fussy with this and i dont have a problem... so.... yeh

However, The PS3 version will be based on a version 1.2 that does include a change to the bot paths to prevent the bots from trying to do this, not that it is even a problem in the first place (IMHO)
I am probibly (probley not) going to make some big changes to this map over the next few months.. and will probly publish this as a version 2.0.. maybe.. but for now, it plays well, looks great, and i see no issues with 1.1....

EDIT: i said I wouldnt releace a version 1.2 but last night I notices somthing I messed up when I did version 1.1, so now I have to fix this... ahhhh
I am really sorry for those who have hosted my map, as I said it was final but clearly it is not.. So Ill fix this one thing and post the link soon. Again, I apologize for the inconvinience of having to do another update.

Bazzwano
28th Feb 2008, 06:47 PM
a fresh shot of my map for those who dont have it from UTzone
http://www.utzone.de/content/images/ctf_safeguard_v1_1_02.jpg

Bazzwano
29th Feb 2008, 01:35 PM
sorry guys... I didnt notice but version 1.1 is a disaster as a fix I did messed up everything... basicly the buildings I added to the outside of red base clip inside the main singer room quite a bit.. please read my posts, as updated, I do apologize for the inconvinience.

Bazzwano
2nd Mar 2008, 08:04 PM
Sorry about the version 1.1 mishap, final 1.2 uploaded now

RoninMastaFX
3rd Mar 2008, 04:58 PM
lookin' cool. Downloading. :)

Manticore
6th Mar 2008, 01:50 AM
Pretty decent CTF. Looks good and plays well. Keep it up!

Bazzwano
7th Mar 2008, 01:24 PM
Ps3 verion cooked: Thanks again Anuban
http://files.filefront.com/CTF+SafeguardPS3rar/;9770646;/fileinfo.html

Bazzwano
1st Apr 2008, 07:48 PM
Hi everyone, I've made allot of changes to my map since last releace because I just love working on it and making it better, I wasnt going to release it, because it would cause incompatibility for the servers that people play on line with it, so I thought Id ask what people think. the changes are quite small and prob only interest those who want better visials with it. Ill get arround to uploading some pics till then. let me know if you would want this.

some of the changes include,

Added meshes tothe sheild belt room celling.
changed meshes used on the belt room windows
Changed the Post processing volume to increase contrast from bright and dark areas
Increased brightness of some lights
reduced the blue effect of the fog.
increased brighness of alarm lights
changed position of the flak cannon
Removed the window from the flag room to the main hall stairs

Mr. UglyPants
1st Apr 2008, 09:08 PM
I'm always good with new versions of updated maps, specially if its your map Bazz.

Bazzwano
2nd Apr 2008, 10:14 PM
in that case, heres some pics, if you like it ill post a link, ill give if a V2 in the name so it wont overwrite the other version allot of people have
http://img262.imageshack.us/img262/8246/screenshot00010ma8.png
http://img240.imageshack.us/img240/1345/screenshot00028tg3.png
http://img240.imageshack.us/img240/7568/screenshot00018sj3.png
http://img240.imageshack.us/img240/3567/screenshot00019qd9.png
http://img245.imageshack.us/img245/220/screenshot00020bx1.png
http://img245.imageshack.us/img245/8375/screenshot00021dk5.png
http://img240.imageshack.us/img240/9521/screenshot00023qh8.png
http://img240.imageshack.us/img240/4919/screenshot00024pq5.png
http://img240.imageshack.us/img240/8270/screenshot00025aa5.png
http://img505.imageshack.us/img505/7676/screenshot00027xp1.png
http://img505.imageshack.us/img505/506/screenshot00026ac3.png
http://img90.imageshack.us/img90/391/screenshot00011sj9.png
http://img116.imageshack.us/img116/3603/screenshot00012yt9.png

Wowbagger
2nd Apr 2008, 11:19 PM
If youre gonna release it i suggest you drop the "flag taken sound" it gets REALLY annoying on standoffs.
Or add a button in each base where you can turn it off? :)

Bazzwano
2nd Apr 2008, 11:33 PM
If youre gonna release it i suggest you drop the "flag taken sound" it gets REALLY annoying on standoffs.
Or add a button in each base where you can turn it off? :)

If this is what the majority think then sure ill remove the sound, maybe lower the volume?