PDA

View Full Version : UT3 [WIP] CTF-React


pinnacle
27th May 2008, 03:06 AM
I just started this map and I figured I would post my progress periodically as I work on it. So far I've only worked on the flagroom even though the rest of the layout is done. The basic premise of the map is two industrial bases with a nice outdoor section in the middle.

Here's a screenshot of the flagroom. It's only the result of one day's work so there's obviously a lot of tweaking/polishing to be done, and also the doorways are dark because there's nothing on the other side yet! :)

http://img156.imageshack.us/img156/9602/ctfreactwiphd1.jpg

I'll hopefully keep updating this thread with my progress.

Peccavi
27th May 2008, 03:17 AM
very nice. Do keep us updated.

Soggy_Popcorn
27th May 2008, 05:10 PM
Nice. It looks really old school and clean. Keep it that way! Uncluttered walls for the win! :)

hal
27th May 2008, 10:09 PM
It looks interesting.

Mr. UglyPants
28th May 2008, 06:41 AM
Wow, wonderful work, can't wait for a beta or the final.

Kantham
28th May 2008, 08:47 AM
I really like the fact that it does stand away from those silly space catwalk using retail content. Bravo.

pinnacle
30th May 2008, 01:41 AM
Got a lot of work done in the past few days... I've almost finished one base (the other one is pretty much copy and paste) and I just started the central outdoor area.

Two more shots of the flagroom:

http://img140.imageshack.us/img140/5295/flagroom1jx5.jpg http://img155.imageshack.us/img155/8687/flagroom2jl2.jpg

Here's the rocket launcher room (sits between the flagroom and the outdoor area). The doorway visible off to the side there will lead to a jumppad going to the side room.

http://img153.imageshack.us/img153/7341/rocketlauncherhm3.jpg

One of the two side rooms (each one sits off to the side between the flagroom and rocket launcher room):

http://img153.imageshack.us/img153/2701/sideroomzn7.jpg

And here's the central outdoor area after a few hours of work... it's pretty obvious that it's not even close to finished but you can still see how it's structured. The layout of the central area is just two simple paths off to each side then a tunnel going underneath the rocks in the middle.

http://img56.imageshack.us/img56/836/outdoor1gq3.jpg http://img149.imageshack.us/img149/977/outdoor2al4.jpg

Sjosz
30th May 2008, 03:19 AM
Interesting.
I like the colours in the flagroom. I do think that the shot with the healthpack + the floor made of grates with black below looks out of place.... maybe have a concrete floor trim at the edges and have proper grates with pipes or machinery below instead?
Also, it would probably be just a little more awesome if that rounded ceiling above the flag had small windows looking out to the sky.

pinnacle
30th May 2008, 08:26 AM
Interesting.
I like the colours in the flagroom. I do think that the shot with the healthpack + the floor made of grates with black below looks out of place.... maybe have a concrete floor trim at the edges and have proper grates with pipes or machinery below instead?
Also, it would probably be just a little more awesome if that rounded ceiling above the flag had small windows looking out to the sky.
Yeah I'm stumped as to why the grate meshes aren't letting any light through... from what I thought if the texture has some transparent spots then some light would get through. Thanks for the feedback.

d3tox
30th May 2008, 12:30 PM
Yeah I'm stumped as to why the grate meshes aren't letting any light through... from what I thought if the texture has some transparent spots then some light would get through. Thanks for the feedback.

Oddly enough, I have dealt a little with that issue. If you put lights underneath it you'll be able to see through it. I can't say its an issue of flipping them over because I never tried it when I did work with them.


BTW, This map looks very nice!!! It looks a little repetitive in spots with the meshes, but I really like the overall look your getting with it!!!

pinnacle
4th Jun 2008, 01:08 AM
Some more work on the outdoor middle area:

http://img383.imageshack.us/img383/3184/outdoor3fl5.jpg

Edit- two more shots while I have the editor open...

The cave area that goes right under the middle of the map:

http://img91.imageshack.us/img91/324/cavema8.jpg

And the rock arches outside were looking really unnatural so I got rid of them:

http://img91.imageshack.us/img91/6273/outdoor4qp5.jpg

Hopefully I'll have a beta ready to go in about a week... I haven't even started on the "little things" (collision, optimization, etc.) though so it might take a bit longer.

Mr. UglyPants
4th Jun 2008, 06:19 AM
Amazing progress, i really like the thrid last picture.

Can't wait to try th beta.

nELsOn
4th Jun 2008, 07:49 AM
the flag room colors are great.
but i think the outside part could use some more decoration (plants mainly) to get some more color in there. looking forward to the beta :)

pinnacle
7th Jun 2008, 01:16 AM
The map is getting really close to the beta testing phase. I'm not too keen on doing a completely open public beta so I'm looking for a few people to help me test the map. Anyone who's interested in helping me out should be willing to perform the following tasks:

- Playing botmatches on various difficulties and pointing out AI trouble spots + areas of improvement
- Checking for places where it's possible to get outside the map
- Checking for places where it's possible to get stuck/caught on geometry
- Reviewing the item placement and making suggestions
- Giving positive and negative feedback on textures, lighting, and other decorations
- Making other general suggestions about the map

If you feel like you want to help beta test, just shoot me a PM.

Edit: here are some fresh screenshots:

http://img398.imageshack.us/img398/64/react4ru6.jpg http://img246.imageshack.us/img246/2867/react1db3.jpg
http://img353.imageshack.us/img353/7042/react0ko5.jpg http://img524.imageshack.us/img524/166/react3pn9.jpg
http://img376.imageshack.us/img376/3006/react2vs1.jpg

ds3
7th Jun 2008, 02:07 AM
Awesome work on environment.
How did you created those mountains with vegetation?

pinnacle
7th Jun 2008, 02:45 AM
Thanks. The outdoor area is really a lot simpler than it looks. I took the cliff meshes in UN_Rock and just used them over and over to make the mountains (while using different scale and orientation randomly to keep things from looking repeated) then used the trees in UN_Foliage to create the vegetation.

pinnacle
11th Jun 2008, 03:51 PM
I got some feedback based on the beta and I think the map is nearly done. After receiving a few suggestions that the rocket launcher room and cave looked bland, I made a few changes:

http://img247.imageshack.us/img247/1153/react5dt9.jpg http://img90.imageshack.us/img90/2766/react7lm1.jpg

http://img521.imageshack.us/img521/5880/react6ro0.jpg

The cave area is a tad bigger now, with room for two healths and the damage amp rather than just the shield belt. I was thinking of putting some secret tunnels in the water that take you into the bases but I'm not sure how well they would work in actual gameplay.

Kantham
11th Jun 2008, 04:07 PM
I really digg the theme.

Slainchild
11th Jun 2008, 04:08 PM
That grey heightfog in the DD area looks awful.

pinnacle
11th Jun 2008, 04:23 PM
That grey heightfog in the DD area looks awful.
That's not fog, that's water... it just looks like fog from that angle I guess. I'll try to make it more obvious that it's water.

Sjosz
11th Jun 2008, 04:57 PM
The DD cave ceiling looks un-cave-like. Any chance of tidying that up a bit so it fits in with the awesome of the rest?

evilmrfrank
11th Jun 2008, 05:00 PM
I wouldn't know of course since I haven't played it but by looking at the pictures it looks like the map is scaled pretty large XD Perhaps too large :P

Kantham
11th Jun 2008, 05:05 PM
Looks alright to me. The cramped stuff is overrated anyway.

[VaLkyR]Assassin
11th Jun 2008, 05:34 PM
This is looking great!

pinnacle
13th Jun 2008, 05:22 PM
The map is progressing rather quickly and I'm looking to broaden my beta testing audience to make sure it's as solid as possible upon release. Please PM me if you can help me test, especially if you're part of a group/clan who can play it a lot and provide feedback. I have also implement a flyby that can be executed for benchmarking just like many of the retail maps.

Here are some shots of the work since the last update (thanks for the feedback everyone):

http://img393.imageshack.us/img393/1790/react8rz6.jpg http://img76.imageshack.us/img76/833/react9cy2.jpg

Mr. UglyPants
13th Jun 2008, 05:35 PM
Wow, that second picture. OMG.

SirTahngarth
13th Jun 2008, 07:36 PM
That's not fog, that's water... it just looks like fog from that angle I guess. I'll try to make it more obvious that it's water.

I actually thought it looked pretty cool.

AdrenalineMuch
13th Jun 2008, 09:04 PM
I actually thought it looked pretty cool.

Agreed

Nereid
15th Jun 2008, 04:01 PM
Yay, looks good.

We really do need some good CTF maps. :)

pinnacle
19th Jun 2008, 03:13 AM
I've gotten to the point where pretty much all the feedback from the beta testing has been incorporated, so I'm now going to unleash a release candidate to the general public for testing. Download it, play it a lot, then send me your feedback! I want the map to be as good as possible before the MSUC deadline.

Download CTF-React-RC (http://files.filefront.com/ctf+react+rczip/;10705183;/fileinfo.html)

A few things I need to say about it:

It's heavily designed around the risk/reward mentality. The fastest flag running route requires two hammer jumps and doesn't have any good pickups or cover along the way, but only takes about 12-15 seconds. The longer routes have armor, health, good weapons, as well as a lot more cover but obviously they take more time.

The map is designed to be really frantic. I've been playing a lot of UT3 CTF recently and one thing I noticed is that there's not as much emphasis on flag carrier covering as there is in other games. This map essentially requires you to have a full-time flag carrier cover person since there are so many entrances into every room and an ambush could be around every corner, so once again it makes for a huge risk/reward balance - do I cover my flag carrier or do I go after the enemy flag carrier? I deliberately designed the map to be a little shorter from base to base to make this decision a little more interesting.

I'm a little unsure of the current weapon/powerup placement. If you have suggestions I am open to them. I was thinking of putting the flak cannon and rocket launcher in the side rooms of the current rocket launcher room... would this be a better layout? Or maybe what if I swap the flak cannon with the link gun then swap the rocket launcher with the stinger?

Sjosz
19th Jun 2008, 04:30 AM
Will try and have a go tonight.

nELsOn
19th Jun 2008, 07:00 AM
just played it a bit. i gotta say i thought it was quite a bit bigger judging by the screenshots.

i think there are too many weapons. personally, i'd drop the rocket launcher or the asmd. i also didn't feel the need to go for the bio rifle. i'm also not so sure about the udamage. maybe the berserk would be nice.

apart from that i think it really needs to be a bit brighter.

overall, i had fun playing it. i'm not too much into ctf but it was really nice and fast and from time to time those bots even acted kind of smart, really covering their flag carrier and so on.

Justing
19th Jun 2008, 07:49 AM
Hey,
I got a suggestion,
Since I dont have UT3, I checked the screens and I looked at this one:
http://img56.imageshack.us/img56/836/outdoor1gq3.jpg

The lower door looks a bit ''bored'' .. its just a square hole you know.
You should try to make it look cooler, or more detailed.

Please dont take offence, just trying to help you make it look better,
Overall: REALLY NICE MAP.
I really love this screenshot,
http://img91.imageshack.us/img91/6273/outdoor4qp5.jpg

Keep up the good work!

Mr. UglyPants
19th Jun 2008, 08:15 AM
G Lecter is the master of weapons placement i find.

great map you have here, i already see you've updated the front, and it works quite well.

Also, the bots... jesus chirst they are evil. I had them on skilled and it came down to a 3 to 2 (for us) but it was a tough battle.

pinnacle
19th Jun 2008, 12:11 PM
Hey,
I got a suggestion,
Since I dont have UT3, I checked the screens and I looked at this one:
<image removed>

The lower door looks a bit ''bored'' .. its just a square hole you know.
You should try to make it look cooler, or more detailed.

Please dont take offence, just trying to help you make it look better,
Overall: REALLY NICE MAP.
I really love this screenshot,
<image removed>

Keep up the good work!
Yeah, actually the first image you posted was how the outdoor area looked about a month ago when I first started the map and the second image you posted is how it looks now. It's a work in progress, see. :)

nELsOn: Again I am really unsure about the weapon placement. I think part of the problem you described could be alleviated by putting less of the weapons in a straight line (right now the bio rifle, flak cannon, shock rifle, and rocket launcher are all along the same path) and spreading them out more.

Thanks for the feedback guys, keep it coming!

Mr. UglyPants
19th Jun 2008, 07:04 PM
I haven't seen the bots use the bottom path at all.


Yes it may very well be that the weapons are in a line, but they are on different levels as well and the shield being above the flak helps too... then again, i'm pretty much useless on item placement.

JohnDoe641
19th Jun 2008, 11:19 PM
Ci is here to help you of course.

pinnacle
22nd Jun 2008, 01:20 AM
All of you who downloaded the map, I need your feedback! There's only a few days left before the MSUC phase 1 deadline and the map needs to be as polished as possible. I feel pretty good about the release candidate (hence it is called a release candidate in the first place) but there are always things to improve. Please leave any notes that popped in your head when you were playing it - things like areas that are too dark or the AI made a mistake or anything would be helpful.

Mr. UglyPants
22nd Jun 2008, 08:39 AM
I'm not great with item layout and the sort, i'm better with finding visual glitches.