UT3 DM-Kinesis

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Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
48
34
Fort Lauderdale, FL
DM-Kinesis
Version: Final
Description: The Tournament has made its way to even the most remote of facilities. This place just so happens to be one of them. Its history is unwritten. It's just waiting for blood to taint the water crimson.
Comment: I might just make another one of these sorta old-school levels. They're quick to make, that's for sure. Most definitely will do a different theme though. With assistance (and encouragement) from Mclogenog and Sjosz, I put out this level. Let me know what you guys think of it!

I know I normally include a README, but since this was done fairly quickly (in comparison to some of the other work I've done), I hadn't included one.

Credits for People who assisted development:
Mclogenog,
Sjosz,
&
Stevelois

Changelist for final
-Modified material for glass
-Added more green lights
-Added more orange lights
-Added preview screen
-Added 'railing' for the lifts

Screenshots (Do not reflect final lighting of the map, will upload more screenshots later)
[screenshot]http://cloud.steampowered.com/ugc/577827667763633474/3F2C5778C0C88E1F6355953701E331B59A2E0F24/[/screenshot]
[screenshot]http://cloud.steampowered.com/ugc/577827667763621646/D16B46ADEBF47A0F4E0379E0BC858F172DD1752E/[/screenshot]
[screenshot]http://cloud.steampowered.com/ugc/577827667763618435/308D2A7D66105C97F3A1D90A463B736B63DA90E5/[/screenshot]
Download: DM-Kinesis
 
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Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
48
34
Fort Lauderdale, FL
I just haven't found a texture I like with it, so I'd be much more interested on knowing whether or not there's anything you guys would have me fix in terms of bugs. I want to start working on my next personal project.
 
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G.Lecter

Registered Tester
Dec 31, 2004
1,257
3
38
36
Spain
www.oscarcrego.com
The layout looks fantasic, but those screenshots feel a bit too dark IMO: the transition between lit and dark spots should be smoother. This one has so many ramps and stuff that I think a daytime setting with strong sunlight could add a bunch of cool shadow effects and get most of the lighting easily done... definitely not the kind of map I'd light up with tiny spots of light... ;)

I'm very unlikely to test the beta, but I'll be downloading it for sure whenever it's finished... Keep up the good work! :tup:
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Played a few rounds, I must say the look, the geometry & atmosphere of this map is really great :D

I have little suggestions to make.

- The geometry is very cool but it doesn't stand out. It would be better imho if you add a bit more green lights to show up the structure, specially where you can use a lift to perform a liftjump & to really see the surrounding geometry. Many spots are to dark & it's hard to really see. Not only your map would look better but flow better. This is a little example of a green light location placed on the ceiling.

[screenshot]http://img853.imageshack.us/img853/7121/kinesis3.jpg[/screenshot]

- As for the lifts, it look & sound odd. There is no support or mechanism to make them move. They seem to move "just like that" without any mechanic & also use a metallic sound where there is absolutely nothing metallic around them to support that sound. At least, putting some kind of engine in the wall (yellow rectangle) or a pillar beneath (in blue) that push up would make sense. Also, I suggest to add a dynamic blocking volume beneath the lift so players isn't caught under the lift so flow & gameplay would be better.

[screenshot]http://img717.imageshack.us/img717/3981/kinesis2.jpg[/screenshot]

- That spot in particular is extremely dark, really hard to navigate.

[screenshot]http://img16.imageshack.us/img16/8058/kinesis1.jpg[/screenshot]

- I found the bottom of the waterfall rather odd. An opening with a grid would look better & make more sense or else all your level would be full of water. Good job about the raising water when the udamage spawn :)

- You have 1 playerstart near the udamage that is facing a wall ?
- The stock default glass material is damn ugly & don't fit at all. I suggest you made a custom one.

I may have other suggestions but those are the ones that come to my mind atm. In all, it's a very nice map :D
 
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Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
48
34
Fort Lauderdale, FL
Alright, well, it's final!

Now to get to work on my next project; CTF-Sprinter. I want to finish it in one month. I already have the layout pre-planned and am ready to move on to my first CTF map I've ever worked on.
 

Tux Android

Voice Pack Penguin
May 19, 2011
280
0
16
30
Philippines
Good map.

This map ain't no dark (after the beta test) and its still great about the geometry, layout and atmosphere. I assume that there are lighting fixed for the final one, also it has a good gameplay, FPS seems fine, and the bots are worth well enough. The following positive manners are the custom music choice, night skybox, good trims, glass material, one waterfall, lifts, low volume machinery sounds, weapon/item placements, and everything in between.

UTzone.de Mirror: http://www.utzone.de/forum/downloads.php?do=file&id=4057
 
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SkaarjMaster

enemy of time
Sep 1, 2000
4,870
8
38
Sarasota, FL
fun map!

clean textures/meshes/trim; good skybox, lighting/shadows, music choice (same as Megane I think), weapon placement, waterfall and all holes and slots to peak through. The great flow and gameplay is made by all the ramps and paths everywhere in here and the semi-darkness just makes it more fun and adds to atmosphere. The bots are good and some spots seem tough to get to.