Oh!! D:It was "old school" because you weren't supposed to use any custom content.
Otherwise, the choice of Shiota, a map whose layout is more bamboo garden than deathmatch, makes little apparent sense. I'm fairly shocked to see that one having been picked ahead of Shrift, which for an outdoor map had much better use of space, variety, pickup placement, ambience, and overall quality; the only consideration I can think of is that the 3DB guys did not look favorably on genthly's retroactive chronicling of the design process, which appeared to have left out some of the earlier parts of the map's development.
5 - Steam Temple (by Setheran) ... This level really is an example of using movement in your levels to really bring the map alive and add some very dynamic gameplay. I really can't think of any problems with this level. More color would be the only thing I can think of to suggest. I found the flow to be very good and with a decent number of bots the action is nonstop and furious. I also really found the Powerpickup placement very clever and I loved how you never really knew just what powerup to expect. I cooked this for the PS3 as well ... just an awesome level.
One other fact I felt sucked, but it's their contest...maps did not have to be developed during the 30 day contest period, so several entries, including a few in the final top 10 and 5, were already built and playtested to death before the contest even started. That might not have factored in the judging, but it put more pressure on those mappers who had to design from the ground up PLUS post their progress in the 30 days, whereas those who had a completed map merely needed to post progress updates.
Awww, it almost seems that you want it to be like the UP contests
It's really quite aggravating to hear that the gameplay sucks. It seems that that's all ppl refer to my map (Shiota) as...
Well I know it doesn't suck, I played the map and I enjoyed it, it's just not your standard UT deathmatch, cramped as hell. I like the gameplay of CTF more than DM, and would have rather have done CTF but the contest was for DM, and I wanted to enter the contest. I guess my lack of knowlegde of what makes a good DM map shows in this level.
I'm sorry I made a map that didn't have the gameplay you expected.
It's really quite aggravating to hear that the gameplay sucks. It seems that that's all ppl refer to my map (Shiota) as...
Well I know it doesn't suck, I played the map and I enjoyed it, it's just not your standard UT deathmatch, cramped as hell. To me UT3 DM maps are constricting, in some of the stock maps there are ledge that when you look at them you think, "oh i can jump to that", but no you can't you have to run around the backside to a ramp or jump onto a small post. When I was making the map I wanted the player to be able to feel that if they could go there they could.
I like the gameplay of CTF more than DM, and would have rather have done CTF but the contest was for DM, and I wanted to enter the contest. I guess my lack of knowlegde of what makes a good DM map shows in this level.
I'm sorry I made a map that didn't have the gameplay you expected.
odd, k that may have been it as well then ... I haven't experienced any noticeably poor performance in Shrift, nor was I aware that it was a remake of anything. Good to know.Yeah, I opened DM-Shrift in the editor first (because I'm weird like that ) and thought "this is the greatest DM map of all time". However, my opinion quickly changed when I started playing it and discovered that the map runs slower than Cyrsis! Whereas I get 40-45fps on a map like Shangri-La, I hovered around 12 fps on this one, totally unplayable.
Also, while the visuals were very nice, being a remake of Half-Life 2: Lost Coast probably hurt it a bit (what with Valve being a competitor to Epic and all ).
Shiota is not at all a bad map, and I wouldn't say that it "sucks" either. It's a lovely map in fact, very organic and spatially interesting. For specific game styles, in fact, I think it could be a real favorite.It's really quite aggravating to hear that the gameplay sucks. It seems that that's all ppl refer to my map (Shiota) as...
Well I know it doesn't suck, I played the map and I enjoyed it, it's just not your standard UT deathmatch, cramped as hell. To me UT3 DM maps are constricting, in some of the stock maps there are ledge that when you look at them you think, "oh i can jump to that", but no you can't you have to run around the backside to a ramp or jump onto a small post. When I was making the map I wanted the player to be able to feel that if they could go there they could.
I like the gameplay of CTF more than DM, and would have rather have done CTF but the contest was for DM, and I wanted to enter the contest. I guess my lack of knowlegde of what makes a good DM map shows in this level.
I'm sorry I made a map that didn't have the gameplay you expected.
Originally Posted by Aldgazar
It's really quite aggravating to hear that the gameplay sucks. It seems that that's all ppl refer to my map (Shiota) as...