UT3 [Alpha] DM-Elevation

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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-Elevation
Supports 2 to 8 players

So, it's been a while since I've released anything, and, well, I think it's about high time I do one last hurrah for UT3 before UT4 and whatever it brings along.

The initial concept entails a sort of maintenance station along a super-rail through the Bering Strait. I intend on having a high speed craft zip along the top whenever the U-damage spawns.

Gameplay-wise, I was going for mixed lines of sight that allow for most if not all types of play, with numerous escape routes and trick jumps, wall dodges, etc.

I'm mostly looking for feedback on pathing, pickups, and other gameplay elements in the map. There may be a small portion of unused space, but I can rectify that quickly. If you think some weapons need to be moved around, that's perfectly understandable.

[screenshot]http://i.imgur.com/XBDyxmF.png[/screenshot]
[screenshot]http://i.imgur.com/2qGOkQc.png[/screenshot]
[screenshot]http://i.imgur.com/EWweJ9z.png[/screenshot]
[screenshot]http://i.imgur.com/GwUqm5K.png[/screenshot]

Download Link: https://www.mediafire.com/?m3ybrti89w4jg3w
 

Median12

Mapper
Sep 18, 2012
133
3
18
GB
meettomy.site
I played it and it was smooth. Quite nice actually!

The Pickups do need help with placement, there were too many for a start.. (the Bots seemed to stay on the above walkways more) and too much Health I thought.

I'd use only 2 weapons, Rocketlauncher and just one another, considering it's size I'd release it as a 1v1 Map.

I wasn't sure about the water unless you are going to make the walkway materials orangey/brown too? I suppose if it was a spacemap then it could look too Quake3.

There's a lot of BSP in there, you thought of using StaticMeshes as walkways instead?

You seem to know how to use UED which is wonderful.
 
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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 played it and it was smooth. Quite nice actually!

The Pickups do need help with placement, there were too many for a start.. (the Bots seemed to stay on the above walkways more) and too much Health I thought.

I'd use only 2 weapons, Rocketlauncher and just one another, considering it's size I'd release it as a 1v1 Map.

I wasn't sure about the water unless you are going to make the walkway materials orangey/brown too? I suppose if it was a spacemap then it could look too Quake3.

There's a lot of BSP in there, you thought of using StaticMeshes as walkways instead?

You seem to know how to use UED which is wonderful.

BSP is all going to be addressed as time goes on. I have started working on another building and meshing it out.

I plan on keeping the weapons available there. Seems to be a good draw to the various weapons. I might drop the BioRifle, but it is one of the Distinct Four (Shock, Rockets, Flak, Bio).

I will be redistributing the health. Right now it is too concentrated on one side of the map.

While it is 'smallish' it's also got a lot of line of sight interruptions that give way to more possibility for higher player counts.

Thanks for the feedback! I'll be making some adjustments based on what you posted.

Edit: I may end up doing a 1-on-1 version of the map in addition to the full version. The current version seems to play optimally at about 4-8 players.
 
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