View Full Version : UT3 Shattered Beta 1
26th Apr 2008, 03:16 PM
A simple and small map with influences from Call of Duty 4's Chernobyl maps. The gameplay and floor plan borrowed a few ideas from Halo Combat Evovled's map entitled Chill Out. The similarities should'nt be noticeable. The map is very fun on 3 vs. 3 Team Death Match.
Ah, it is quite relieving to finally have something out for the public to enjoy. I have spent quite some time on this and I plan on spending much more.
There are a few problems I already know, I just am worried that if I don't get some feedback now I won't ever post it or I will lose energy towards the map.
Epic for the engine and content, Bungie and Infinity Ward for inspiration, and myself for putting the thing together, and annonymous Graffiti artists who probably care to remain annonymous for the laws sake.
Download Link: http://files.filefront.com/Shattered+BETA+2zip/;10123981;/fileinfo.html
The grafiti is not by me, Credit to the maker, I assume he/she would be "Rah.D" because that is the "signature," The link wher I found it is:http://images.google.com/imgres?imgurl=http://upload.wikimedia.org/wikipedia/commons/e/e6/Grafiti_Pinar_Chamart%C3%ADn_2.JPG&imgrefurl=http://commons.wikimedia.org/wiki/Image:Grafiti_Pinar_Chamart%25C3%25ADn_2.JPG&h=960&w=1280&sz=543&hl=en&start=13&tbnid=3PewFq_hTIiOiM:&tbnh=113&tbnw=150&prev=/images%3Fq%3DGrafiti%26gbv%3D2%26hl%3Den (http://images.google.com/imgres?imgurl=http://upload.wikimedia.org/wikipedia/commons/e/e6/Grafiti_Pinar_Chamart%C3%ADn_2.JPG&imgrefurl=http://commons.wikimedia.org/wiki/Image:Grafiti_Pinar_Chamart%25C3%25ADn_2.JPG&h=960&w=1280&sz=543&hl=en&start=13&tbnid=3PewFq_hTIiOiM:&tbnh=113&tbnw=150&prev=/images%3Fq%3DGrafiti%26gbv%3D2%26hl%3Den)
Icomplete Blocking volumes and path blocking.
Thanks for any feedback.
27th Apr 2008, 03:08 AM
great! a map styled after chernobyl, this sounds really good! And from the pics I really like the look of it. Will downlaod now and give lots of feedback.
27th Apr 2008, 08:01 AM
Right Im back, with some feedback!
There are quite a few things I noticed so i will start with some pics.
I like how you have done the walls with the red texture at the bottom, however I think this one is completely out of place. Try replacing it with something else.
The wall on the left has a blocking volume but the one on the right doesn't. noticed this elsewhere too
I really like the atmospheric sounds and dripping water but I think you could use a better sky texture. Also I think the metal things would cast a more defined shadow.
The lightbeam needs its weapon collision disabled
these wall lights could do without collision
the sheet of metal could do without collison
this pipe looks cool but i think it would make some sound
the walls could do with some sort of trim, it neatens up everything
you mentioned this in your first post. Try replacing the texture with something else. see if you still have a problem
I think the lighting could use a bit of an overhaul, I know it is meant to be dingy but at the moment it there is something not quite right with it. Liven it up a bit with dark shades of red and blue.
I think you could do something special with scene desaturation on this, in world properties fiddle with everything.
Some decals would fit in really well here. If you notice, there are a lot of signs and graffiti on the walls in cod4. They would definately improve the feeling of the map.
To improve the immersion, maybe add a door somewhere in the map. or even better, a window overlooking an abandoned pripyat street.
If you have ever played stalker, then you will know the amazing feeling of atmosphere and sppokyness involved in the underground parts. If you have a copy of the game load it up and look around in one of the experimental labs. Lots of unknown spooky sounds, brilliant lighting. weird glowing things and immense scientific instrements as big as a house. Could be a good source of ideas for this map.
All in all I enjoyed the few games I had with this and think it could become something special. :D
27th Apr 2008, 12:59 PM
Like I said in my original post, needs some work. I was worried that it would get caught in developmental hell if I didn't let the public try a little bit of it.
The blood splatter on the vacant wall is something I did as a joke, I will remove it. Currently I am working on some grafiti (man wouldn't that be sweet), but it needs to be custom (due to the lack of grafiti in unreal) which takes time (especially with my "awesome" grafiti skill, :)
Blocking volumes are not worked out entirely yet.
I will see if I can get a better sky up and I will try using some lighting above the beams so that they cast a better shadow.
as mentioned in original post, the lightbeams only became that way after building the map.
More incomplete blocking volume and collision work.
I actually removed the majority of that section, it looks too heavily detailed when compared to everything else.
I am thining about adding a bsp trim such as a different type of cement block to give a subtle trim appearance without it looking weird in the main room.
Also a weird problem when cooking.
Thank you much.
EDIT: New Image up incorporating Grafiti done NOT by me.
27th Apr 2008, 03:35 PM
Wow looks like a killer map. I'll download and test it too once off work. Looks bitchin.
27th Apr 2008, 04:32 PM
Can you guys see both images? I wasn't able to see the second image in my first post until I actually logged in.
27th Apr 2008, 05:12 PM
Liking the second picture.
27th Apr 2008, 06:39 PM
Good map! I'll be paying attention to this one :)
27th Apr 2008, 06:50 PM
I played the map - it's hardly big enough for duel and I feel a lot of respawn raping here. ;-) I have few gameplay notes:
* I would extend the whole layout somehow, just a little. Can't help on this one - I just think it's too small and simple. That's also why you meet pickup on every step, weapon behind every corner. ;-)
* If you leave the layout near rocket like it is, put something more valuable there. Rocket is too cheap for dead-end. I'd expect something more rewarding there.
* Railings are realistic but hurts flow and also bot's performance. They really like to shoot into railings trying to shoot you down there.
* Currently you can easily control shield from sniper spot. Not that it is a big problem because you can rather time it knowing you can reach it within few seconds. Maybe some other way up should end near current sniper placement.
I don't have anything more, I kinda liked it, but it is very frustraded for loosing side as it is now. Very small and so also very spaw-rape prone.
28th Apr 2008, 11:35 AM
Very nice looking map.... Its Jim Morrison btw so wheres my cookie??
28th Apr 2008, 01:08 PM
erm... I have jelly beans?
3rd May 2008, 12:12 AM
Obviously when I say cookie, I really mean: NEW BETA
Some fixes, primarily visual changes some essential blocking volumes have been added.
More blocking volumes
A lot more graffiti work (will be importing images from my town, nothing too impressive, just space fillers).
What you guys say needs fixed or added.
Sorry Virgo, I tried expanding the level structure, but I didn't like it, this map geometry is remaining the same unless there is a drastic need for change.
The download link in my first post is now updated with the new BETA download.
vBulletin® v3.8.7, Copyright ©2000-2013, vBulletin Solutions, Inc.