View Full Version : UT3 DM-LTC_Shipment Beta 1 (Download, Pics)

28th Mar 2008, 12:10 PM
Name: DM-Shipment
Version: 1.0
Compatibility: PC, PS3

Description: My third map altogether, I decided to make this for it's simple layout and small size as I am still learning the editor. Now it is finished I think it was definately worth the effort and I hope you agree. The map is best played 3v3 and is good fun when played with the realistic weapons mod.

Comments: After IW Corp had finished with this arena they sold it to UTC for a considerable amount of money... It Was worth it!


Credits: Me, Infinity Ward, Epic games, tutorial makers, beta testers
Homepage: NA

PC: http://files.filefront.com/DM+LTC+Shipmentzip/;9989172;/fileinfo.html
PS3: http://files.filefront.com/DM+ShipmentPS3zip/;9989174;/fileinfo.html

Enjoy! I welcome any feedback

28th Mar 2008, 12:31 PM
Nice remake from COD4-Shipment :)

28th Mar 2008, 12:46 PM
haha, the 5 mins I played cod4, that was the map.

28th Mar 2008, 12:48 PM
That's looking good! It'd be nice if you could host it on a site like filefront though (no waiting or download size limits).

28th Mar 2008, 12:52 PM
Put the Call of Duty 4 team in your credits. Activision I think

28th Mar 2008, 12:54 PM
Actually it was Infinity Ward, but yeah i should put them in credits, ill do that now.
I have had a lot of people saying filefront so i guess ill host it there!

28th Mar 2008, 01:33 PM
Screenshot links don't work.

I can guess what it looks like though. :p

28th Mar 2008, 01:46 PM
The links are working fine. I just checked... anyway enjoy the map.

29th Mar 2008, 06:09 AM
Hello all, I have now updated to beta 2 and created a version for PS3.
Changes include:
Adding Music
Improving physics of certain objects


29th Mar 2008, 12:46 PM
1. add blocking volumes, it really ruins the illusion when your spectator camera can fly out of the arena and see an abysmal pit.

2. add more weapons and ammo. I enjoy the flack cannon, not so much the stinger, but a rocket launcher would have been nice, and same goes for link gun and shock rifle (i don't care for the bio gun). But having only two weapons causes several problems. Primarily, the spawns become massive congestion points for bots, this makes it very intimidating if you only have an enforcer and 5 bots are fighting over the flak canon spawn.

3. Give reason for the bots to go through the center, as far as I am conscerned there was no reason beyond checking for weapons or ammo (both absent).

4. Replace the invulnerability with something else. Firstly because the powerup takes to long to spawn and will only anoy players when they see that, yet again, the powerup isn't there yet or was just used. Also, having and invulnerable bot on such a small map holds its own problems with flow and balance. Try replacing it with Udamage.

5. Turn off unnecesary collision. Getting stuck on pathetic little piles of debre, that I had barely noticed before getting stuck, is annoying. Turn of the player collision, however keep the collision with weapons active or yet again it will blow the believability.

Comment: The theme is well pulled off and has a good Unreal Tournament 3 style. It looks wonderfull, and to be honest I cant think of what more to do with it. Maybe mess around with some of the world property saturation and such, it might be cool with super contrast black and white, who knows?

Oh yeah! Add an image so that I can tell what the map is when I'm searching through the maps in my list, and maybe layer the height fog. For a tutorial on how to have the search image and such, go to www.hourences.com and check out his tutorial on final touches.

Thanks for the hard work, and keep at it!

29th Mar 2008, 03:41 PM
Wow thanks for the help, it is the only i have had so far.

1. I will definately add blocking volumes, that was something i completely overlooked.

2.The reason there are two weapons is the fact that it is such a small map, Plus that is normaly countered becuase there are almost always some lying on the floor. I doubt i will change the weaps though becuase i have gon through i think... 30 combinations of weapons. with different layouts and numbers, this definately works the best.

3.There is reason to go through the centre, the berserk powerup, i may add health vials though, one reason i did not is becuase i wanted to keep the play style the same as it is in cod4, with lots of fighting around the edges and only the odd player running to the middle, with thick fighting breaking out around the open crate only sometimes (becuase of the berserk pickup)

4. It isn't invulnerability, it's berserk. Like i said, i have toyed around with about thirty different layouts and this works the best. The game plays best 3v3 TDM or Duel.

5.Will do, personally don't notice that kind of stuff, but i can see it would annoy some.

Haha super contrast black and white! I like it. won't do it though lol.

By the way, the level has heightfog. I'll try to make a preview image but i do not know how to import stuff. However I am willing to go the extra mile with this map so ill do my best!

Thanks for the help, it is really aprreciated!

Ps: are you playing on PS3 or PC?

29th Mar 2008, 03:49 PM
I'm using a PC, which is why I was able to explore the map in more detail using the editor.

My fault in calling the berserk powerup the invulnerability. My first game was too short to see it spawn.

Also I am aware of that you have height fog, but what I am saying is that you may want to gradually layer it, one height fog after another to create a sense of weight, you know, heavy fog near the feet, and lighter up towards the top. The difficulty is in layering it propery so you have blend and no solid transition lines.

29th Mar 2008, 03:53 PM
Lol. Shipment is a joke. Nice remake nonetheless. I'd use the same theme and make a decent layout out of this.

29th Mar 2008, 04:01 PM
If you want it to be authentic, there's at least one piece of debris that you get caught on in the COD 4 map. There's a piece of metal between the shipping crates that players get hung up on and in that split second get killed. You've got the piece of metal in the right spot, but it's not sticky.

Great job on this map, I played it addictively last night when I should have gone to bed. I play Instagib mostly, and this map is a nice splatterfest.

29th Mar 2008, 04:07 PM
Woah thanks guys, i have had loads of great feedback on this map!!! I wont add the spot you get caught on though as that is just something that will annoy people later on, i will pootle around with the heightfog and by the way Kantham I am working on a SE of this map which will open up areas outside of the crates. At the momennt I am finishing this but when its done i wll set to work on the SE in earnest!

Anyone who knows how. How do you import something

Import the screenshot into your map package. Do not use a separate package for this.
- Start UnrealEd.
- Open your unpublished map file.
- Import the screenshot texture into your map, specify Package = <mapname> eg. "DM-Mymap", and Group = "MapPic", and Name = "map-pic-<mapname>" eg. "map-pic-dm-mymap".

How do you do this?

30th Mar 2008, 02:21 AM
I wont add the spot you get caught on though as that is just something that will annoy people later on

No, I guess not. That was silly of me to suggest that. It's kind of dumb in the COD 4 map, in reality you wouldn't get hung up on a piece of thin siding like that. It's probably a map bug. (though I do kind of like that spot being there lol)

30th Mar 2008, 03:26 AM
Needs more weapons, health, and armor. Perhaps in some of the corners, and there definitely should be something at the center cross.

Also, the scale is waaaay off. After playing CoD4 a ton this week, jumping back to UT's midget scale seems ridiculous! If ever proof was needed that UT3 is still on UT2004's scale, this map is it!

30th Mar 2008, 04:29 AM
The scale is the same in the two maps, playerspeed is different, so are the weapons. I agree that Ut3 is more confined than cod4 as a whole but i have checked in multiple ways whether these are the same size.

My logic was how much higher than you the crates are in both games and how long it takes to run from one side of the map to the other (in cod4 i was sprinting all the way to make up for speed difference).

Anyway, i have had a few requests for more health and armor so i think I will probably add some healthvials in the cross in the middle, or possibly thighpads.

30th Mar 2008, 04:55 PM
The map has been updated to BETA 3 People!!!

Changes include:
Better heightfog
more small details
flack cannon moved to centre crossroads part
Link gun replace where old flack cannon was.
more ammo pickups
pickup lights added
altered background
different sky

Links on main Page!!!

31st Mar 2008, 12:07 AM
That's way too foggy, I can hardly see players unless I'm right up close. I don't like that one bit, it's not supposed to be that way. The COD 4 map hasn't got much fogging.

Map deleted... I'm not going to play it like that at all. (I wish I didn't overwrite the old one). Sorry, I like the other changes you made, but I just can't get past that. It totally ruins it for me.

31st Mar 2008, 12:07 PM
Oh... Ok... Hmmm
I think i probably prefer the other versions fog more as well but beta's are for testing purposes which is why i thought i might try that. A new beta will be up by the end of today (march 31st) with changes to fog, unless the vast majority say they prefer it like it is now.

Also ther is anything you think i could improve please say.

31st Mar 2008, 04:29 PM
Hehe sorry about double posts
Better lighting
lessened heightfog
changed sky back to old one
a bit better bot pathing

If you notice anything wrong tell me, if by the smae time tomorrow i do not get any feeback i will update to RC1 status.

PS: Grogan hope you think the fog is better :D

31st Mar 2008, 05:00 PM
Fix the image links in your original post - they all link to to the addresses they display like "http://server6.theimagehosting.com/i...ap3Pic.e87.jpg" which of course returns 404

31st Mar 2008, 06:44 PM
Okay, I checked the map in the editor, and the fog is in fact layered, but it is over powered. Below I have a screen shot that I took when messing around in your map (No worry, no copying or saving, merely experimenting). The field of vision is tweaked ever so slightly, maybe too much, and the bloom is enhanced to .5 I think it was. I can't remember the specific fog degrees, but it works nicely this way. The lowest fog layer is still a bit too heavy, but I think what I meant by layering is more apparent. Ignore the desaturated super contrast, that was just me checking my guess that it would look cool.


Sumerized: Overkill on the fog density

31st Mar 2008, 09:10 PM
Yes, thank you, that is much better. It's not too far off from the original beta 1 now in that respect. (Though I think I still preferred the lighting in the original, but it's not a big deal at all and hard to say).

I did manage to get a hold of the original beta 1 again, a friend of mine had downloaded it and I got him to send it to me. (note to self: never delete maps until trying out the new versions lol). So I did compare both side by side.

The new one is much improved in terms of weaponry and pickups though.

I did manage to get stuck once on a piece of wood in leaning in the far corner of the map (If you are standing with your back to the harbour, it would be the far right hand corner). I jumped and got knocked in behind it and truly was stuck until I died. I tried to get stuck again, but was able to jump out of it so I'm not sure if that's a problem or not.

31st Mar 2008, 10:37 PM
Visually speaking you have overlapping fences which causes a (hopefully) unintentional flashing. Easy Fix.

All of your spawn points face the same way, this alters flow because people typically go the direction they face. This becomes a problem when you spawn facing a wall. Make sure to fix that.

Ammunition is good, but the placement could be better in my opinion. Looking down on the map with the bay to the bottom of the screen, you will see that all weapon oriented pickups are in a line from north to south. Health pickups are more balanced. Try putting the ammo on the West and East or Left and right if you follow my orientation. This way it is equal distance between weapon/ammo pickups from almost anywhere on the map.

All of the barrels are facing the same direction, and while this may seem like a minor detail, it is important to remember that details are what make the cliche believable.

Once again, looking down with the bay and cranes at the bottom of the screen. Press "P" to turn on pathing and you will notice that there is a pinkish colored path between a spawn point and path node. This is just left of the middle of the map. Between those points are two barells that are blocking the path. Ingame I noticed a bot running against these barells. Either proscribe the paths or try reworking the path nodes. I would greatly recommend proscribing before reworking. Much easier and more effective.

1st Apr 2008, 12:19 PM
Hehe i am getting a lot more help here than epicgames forums! thanks a load people.

-the lighting is actually closer to cod4 at the moment then it was before, lookng at both of the games in windows i tried to get it as close as possible. I see that maybe i could give it better lighting with the more advanced ue3 so I will have a fool around with that.
-I'll look into the place where you got stuck and see if I can myself stuck as well.

-I do not think I overlapped the fences but if i have i will definately change
-Will definately alter spawn points, as that is something i just overlooked.
-I'll fiddle around with the ammunition and try your layout, to see if it works better.
-barrels are easy to alter so will do that as well
-pathing will be revised (how do you proscribe)

Could you tell me how to alter Bloom, field of vision and how to proscribe bot paths.

1st Apr 2008, 06:31 PM
Sure. To proscribe a path (cancel it/disable it) you select two navigation points simultaneously, simply click one and then Ctrl click the second and you have both selected. The path you wish to proscribe should be between the two navigation points/spawn points etc. These paths are visible when you press the "P" button. Now that you have the two path nodes/spawn points selected right click one of them (both should remain selected) and look for the option in the drop down menu that says "Path Options" from here you can force paths which is good for making bots take one specific path (for example, go left after going through a one way portal so that the bot won't continue trying to walk back through the one-way portal), you can also proscribe and I think you can do something else, I don't remember what it is though. Proscribe will essentially tell the bot not to use that path. Once the path is proscribed, the path should be red.

Bloom lighting, Field of Vision, Desaturation, Depth of Field, and all of that jazz can be found under the World Propertise details. It can be found under view in the top menu. Bloom and such are conscidered post processing effects, so it will be under a drop down menu under the title of post processing. Notice that the post processing menu is a little deeper in, it isn't one of the top few menus, so you will need to explore, besides, exploring this content is educational. Har har. Okay, once you reach the Bloom lighting modifier you will see a number that should (by default) be .2, enhancing this will add more of a glowing effect to light sources and weapon pickups. Depth of field is essentially what you experience when you look at something up close and the objects in the background blur and then when you look at the objects in the background and the foreground objects blur. Try using Depth of Field if you want, but really, it isn't too important, by default it is deactivated and you will need to toggle it on.

EDIT: Also, I didn't mean to say field of vision, I meant depth of field, I accidentally said FoV. FoV is part of core gameplay and can't be changed without editing some gameplay script.

2nd Apr 2008, 11:44 AM
Ok! Right! I have figured out how to alter bloom and other such effects but in a different way to you. I created a postproccessing volume and then altered that. I have also added depth of Field (only Lightly) and particle effects. I have also made a lot of the changes you mentioned. A new Beta with new PICs will be up shortly!

2nd Apr 2008, 01:43 PM
Helle All!!! This has been updated to Beta 5 now.
Changes include:
Less fog
added DOF (depth of field)
Changed Bloom
Added particle effects (falling leaves, waves crashing)
Added sound effects (Ocean, Traffic)
improved Bot pathing
Rotated some Barrels for more random effect
improved lighting
rotated playerstarts
moved ammopickups


there are new pics this time!!!

2nd Apr 2008, 07:07 PM
Visual Problems:
1. Massive intersection street light in the street. Just random.
2. Overlapping Fences still. Go along the edge and you will notice at the individual poles, the poles themselves are flashing because there are two poles in the same place.
3. If you look down with the bay at the bottom of the screen, you will see that one of the barrels up at the top is intersecting with a nearby shipping crate, this looks fake, but over all, minor detail that is only really noticable from the editor.
4. The falling leaves are cool, but they are coming down with no obvious source, maybe remove some falling leaves on one side of the map and have them on the other, it might help players recognize which side of the map they are on more easily. The important thing with immersion is subtlety and with leaves constantly streaming down I was drawn out of the game thinking, where are they coming from? One solution is to add more trees surrounding the lot.

1. I still think the music is a little odd, but maybe that is because I'm not used to playing this map with that music. Everything else musically was detailed and interesting, the ocean/bay. Generally quite nice.

1. Around the edges of the map you have your detailed piles of trash, or barrels leaning against the wall, or trash cans or whaterver, and though I haven't tried to get stuck there, I think it may be possible, so you will probably just want to cover up the general surface with a blocking volume to prevent that. It isn't a huge problem.

All around, I love the progress that this map has already had, and I enjoy the map. With the few beta tests it has (in my opinion) gone from "Shipment is a joke" to one of the best small maps I've played. The flow is good, and the action is never far away. Good Job!

3rd Apr 2008, 02:23 AM
That's way better now, thanks for brightening things up. I like the moving cloud cover too.

In my opinion, foggy maps are just dull, restrict visibility and are a waste of a nice game engine and graphics.

It now looks a lot nicer than the COD 4 map :-)

3rd Apr 2008, 11:32 AM
Grogan - Thanks! Im glad you like the visuals!

Mclogenog - Thanks for all the help you have been giving me. It has definately improved the map a load!

1. I'm guessing an intersection is when something is sticking out of something else. If so i'll go and fix.
2. I didn't know that you meant the poles before so I didn't do anything. I'll fix that now.
3. same as above
4.I think I will do a mixture, maybe put a few more trees around the arena as well as localising the leaves falling a bit more. (I wanted paper like in cod4)

1. I think I will stick with this music as do not want anything two loud or fast paced as it would ruin the atmosphere (in my mind at least)

1. I'll look into it

Again. Thanks a load for all the help you have given! I am glad you enjoy the map. I have one request though. Do you know how to add a preview for the menu? If so could i send you the un-published version to do it? I have tried multiple tutorials but I am still a bit lost in the editor.

Keep Playing :D

3rd Apr 2008, 06:41 PM
ah, first time I said intersection I meant ROAD intersection. heh.

check out Hourences web site, to be precise: http://www.hourences.com/book/tutorialsue3preparinglevel.htm

I haven't ever actually added a menu screenshot, but that is the tutorial I will use when it is time to do so.

Mm. There is also a car leaning against a rail that is visibly not on the ground. Very minor detail.

4th Apr 2008, 05:27 PM
Ok will fix the car. New beta by sunday.

6th Apr 2008, 05:10 AM
Right Ok Guys! Beta 6 is being uplaoded to filefront as I type (downlaod ready)
Changes Include:
-Replaced cars in arena with destroyed scorpions
-more realistic falling leaves
-intersection things fixed
-lowered car that was hovering

Only noticable changes are the leaves and scorps but i can't think of what else to do.

Hope you guys enjoy!

6th Apr 2008, 01:03 PM
One last thing before it is final (in my opinion), the trees (a nice touch) are all facing the same way, just rotate a few of them and the level will be perfect.

6th Apr 2008, 01:48 PM
Okay Dokay :D Will rotate trees and update to rc status! Of course will have to figure out how to add menu preview as well and then it will be done :D

7th Apr 2008, 01:35 PM
Now updated to RC1 status. Changes include:

-rotaing tree's for random effect
-fixing minor bugs

Final in 3 days if nothing is found!

10th Apr 2008, 02:55 AM
No complaints here with RC1 (I played it several times last night). Great job :-)

10th Apr 2008, 12:33 PM
Good Good :D

Also... IS anyone on a PS3 having problems not seeing fences becuase someone says they are invisible on his PS3 version of the game.

11th Apr 2008, 10:02 AM
Nothing anyone will notice if they did not have any problems before. If you did then downlaod the new version.

Fixes see through fence on PS3 version.

11th Apr 2008, 10:28 AM
*cries* It's so good! You really did an excellent job with this. My hat's off to you Cliff.

11th Apr 2008, 04:29 PM
Thanks Im glad you like it :D

I may (MAY) try remaking showdown as well. I notice there is a distinct lack of middle eastern maps in ut3. :D

12th Apr 2008, 01:07 AM
I hope you do it, Cliff. That map would be absolutely titties on UT3, I think.

12th Apr 2008, 04:35 AM
Lol. I will start on a basic layout as that is not very hard. If it works then I will go ahead with it. But first I will finish the map I am working on at the moment.
Called DM-LTC_Olden. It is a small map (again) and is set in the courtyard of a castle. With lots of Z-axis play!

16th Apr 2008, 11:55 AM
When I announce this final shall I change this thread or start a new one?

16th Apr 2008, 02:48 PM
This thread. I'm pretty sure you can rename the topic subject?

P.S. I'll have to check this map out.

17th Apr 2008, 05:09 AM
Im afraid not. It lets you type it in but doesn't actually change it... I'll keep it as this thread.

18th Apr 2008, 05:53 AM
Ok it is at final status now :D
It is being hosted on filefront:
and on mapraider:

Some kind soul on filefront rated it 10 out of 10 :D

18th Apr 2008, 11:58 AM
Just ask a moderator to rename the thread to Final for you. (As a user, you have privileges to change the title of the first post in the thread as its yours, but no privileges to edit the thread itself). They seem pretty good here.

I tried the final last night and it's nothing but good, in my books. Again, great job and thanks for making it.

18th Apr 2008, 04:18 PM
Glad you enjoy it! How do I get in contact with a moderator?

Anyway, I'll try now, Could a moderator please rename this thread to
"DM-LTC_Shipment (PC and PS3 final)" Thanks in advance :D

18th Apr 2008, 11:38 PM
Love this map - it's a text book case of why beta testing is A Good Thing.

Nice work, man!

19th Apr 2008, 04:04 AM
Thanks! Hope you enjoy any other maps I make as much!

21st Apr 2008, 11:23 AM
Shipment (http://youtube.com/watch?v=FetKwcpC7-k) (youtube video)

Shipment (http://www.gametrailers.com/player/usermovies/204716.html) (gametrailers video)

That's some footage I took with this map using Action Cam mutator and Samus.

Someone put some videos on youtube and gametrailers :D :D :D Check em out