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Old 23rd Nov 2004, 07:48 PM   #1
1339
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DM-Deck16][S3TC

GIMME!!!

Exact replica of DM-Deck16][ from Unreal Tournament. EVERYTHING is the same. Everything. The item placement, the textures, the brushes, the sounds, the music, EVERYTHING. Even the Jump Boots and Ripper are back. AND NOW...THE HI-RES TEXTURES FROM THE UT:GOTY CD2 ARE BACK!!! WOOT!!! This is not some bogus port of Deck17 retextured to look like Deck16, this IS Deck16. This is not even loosely based on Deck17. It was copied and ported directly from UnrealEd 2. In fact, I can not even take credit for it because it is so much the same. All the credit goes to the original author, Elliot 'Myscha' Cannon. And for any of you that are wondering if this is legal or not...IT IS! Since when were you not allowed to edit official maps or use official textures and sounds???

Here are some screenies for you to drool over:






Last edited by 1339; 24th Nov 2004 at 12:21 AM.
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Old 23rd Nov 2004, 08:01 PM   #2
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So how crampt does it feel since the ratio wasnt increased to compensate for larger player models and faster movement?
If this isn't done yet...

give these walls on the left bright corners to get rid of those unnatural shadows.

These lifts look really out of place, worse yet they aren't flush w/ the wall. Just make normal movers w/ bsp since everything is supposed to be as is was in UT.
--
nm, these's a dl link so I guess it is done.
Well hopefully these minor issues will be fixed in another release, I'm sure few more would crop up from a little beta testing.
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Old 23rd Nov 2004, 08:38 PM   #3
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The point is not to make it better, the point is to make an exact replica from UT.
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Old 23rd Nov 2004, 09:30 PM   #4
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Quote:
Originally Posted by 1339
The point is not to make it better, the point is to make an exact replica from UT.
Yes, but that makes it automatically unplayable in 2k4. :/
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Old 24th Nov 2004, 12:04 AM   #5
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Ok ok, I scaled it. Link is currently down, will be back up when it reuploads in about 10min...
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Old 24th Nov 2004, 01:02 AM   #6
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You can't really make a port better than the original unless you redesign it to reflect the changes the engine has gone through. There's already a 2kXerized version so that ideas already been done as well as it could be.
The points I made were all valid and true to the original. Brightcorners is a UT trick that removes shadows from the seams, it really should be done since the seams are so obvious. Here's a reference.

The lifts aren't even the same, they're meshes, that's why I brought that up.

I'm not asking you improve Deck, just make this version better by keeping it the same as the original. At least that's what I thought the goal was from the original post.
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Old 24th Nov 2004, 01:14 AM   #7
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Quote:
Originally Posted by 1339
In fact, I can not even take credit for it because it is so much the same.
Wow, really?
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Old 24th Nov 2004, 03:17 AM   #8
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Looks great, i've put the map on my site
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Can i ask you a favor ? -> register at my site plz, thnx
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Old 24th Nov 2004, 08:15 AM   #9
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Ok, I know the lifts are not the same, the moveres cant be imported. Isint it enough that the ripper is back? ANd I tried bright corners. Made it look like a flourecent light bulb. ;D

EDIT -- Try turning off detail textures, and see the difference, or if you have it off, try turning it on and see the difference.

Last edited by 1339; 24th Nov 2004 at 08:20 AM.
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Old 24th Nov 2004, 09:21 AM   #10
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Forgot just how basic original Deck 16 looked...
You've noticed the Deck 16 in the next room over from Deck 17 in UT 2004(in the bio rifle room)...?
I'm assuming 'yes' - but I'm sure a few peeps have'nt noticed.
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Old 24th Nov 2004, 09:32 AM   #11
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Yeah, you can even ghost in there

yeah yeah, don't tell me... I know I'm a geek...
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Old 24th Nov 2004, 12:28 PM   #12
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whoa...i forgot how OLD this map looks......is there anyway to make the textures look brighter, more LIFE-like?
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Old 24th Nov 2004, 05:29 PM   #13
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Actually, I have ported about 10-15 UT1 maps exactly (other than scaling by 1.3, and adding weaponbases) and you CAN port the movers.

So, open Unrealed2. Find the mover you want. Right click, Polygons -> to brush. Add it. Now, right click, transform permanently. Copy it to Ued3. In Unrealed3, build the geometry, get the tex's on the mover aligned, and right clikck -> convert to static mesh, in mylevel.

Also, you can get UT's dynamic light effects working, and get exact ports of UT's meshes, let me know if you want me to tell you how.

Also, if you check out the user Mods section, go to unreal tournament Revolution. Were not that active, and I'm trying to kick the team into gear. We have a working beta gameplay fix (and its fun! The sniper is good again!). I have all of the 3rd person UT weapon models ported, and Radiosity (is? was?) working on the firrst persons. Check it out, and post something so that you can inspire the team to greatness, or atleast a working mod!
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Old 24th Nov 2004, 06:43 PM   #14
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SWEET! Dude you are my new god! Please tell me how to port the meshes!! I already know how to get the dynamic light effects working, but I'd also like to know how to port animated textures or textures that are partly see-through, such as glass or metal grates. If you can tell me all that, I will start a new religion that worships you as the main god.
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Old 24th Nov 2004, 10:04 PM   #15
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Quote:
Originally Posted by CyMek
Also, if you check out the user Mods section, go to unreal tournament Revolution. Were not that active, and I'm trying to kick the team into gear. We have a working beta gameplay fix (and its fun! The sniper is good again!). I have all of the 3rd person UT weapon models ported, and Radiosity (is? was?) working on the firrst persons. Check it out, and post something so that you can inspire the team to greatness, or atleast a working mod!
Really? Thought it was dead from lack of updates or something...
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Old 25th Nov 2004, 04:13 AM   #16
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Love it, but I cant squeeze between the amp crates to get the shock. That and the aircontrol with the boots is shocking.

Last edited by foX.bl; 25th Nov 2004 at 04:44 AM.
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Old 25th Nov 2004, 08:26 AM   #17
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I am working a new version, this toime it will be deck 17 with the closed off section of deck 16 opened up into this map.
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Old 25th Nov 2004, 08:41 AM   #18
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Thats how the original Deck 17 was (user made map for UT2k3).

EDIT: Err, no, only the CTF version had both decks.

EDIT: Whoops! The original Deck 17 was a completely dissimilar map for UT. At least, I think there was no Unreal version.

Last edited by Metakill; 27th Nov 2004 at 11:16 AM.
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Old 25th Nov 2004, 05:17 PM   #19
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Quote:
Originally Posted by CBA
Looks great
*cardiac arrest.. almost*

Deck16][ looks great????????????
I guess you meant saying: "great that it looks so much like the original".
Nevertheless!!!

It's one of the ugliest stock levels !!!
Just look at those hideous textures, that crap/horrendous ligthing!
Especially in the lower parts! The red,blue..
The green light from the goo on the walls. >_< Makes ones eyes bleed, it has too.

Arg, and those dark parts in the hallways.
Wether in Unreal, UT or Ut2K4.. deck16 is PURE HORROR.

_

I can kind of understand that people like to play Deck16. But saying it looks good/great?
NO way.
Even with hi-res textures it still looks like crap.

Yes, deck16 sure as hell looks "basic"!


Come on, this is Ut2004 right? Forget about those ancient UT/unreal levels.. they're ugly. Very ugly. Well, most of them anyway.
Adapt the levels to UT04 standards, and keep the spirit of the original.

Exact replicas are a no-no
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Old 25th Nov 2004, 10:39 PM   #20
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I know Deck16 is an example of "bad mapping" in terms of looks, but you know what: I like the way it looks. Is there anything wrong with it? Some UT99 levels look better than UT2004 levels, a higher polycount isnt the same as better looks. UT99 just put it all together RIGHT. It isnt that hard to port a level, and if we want to port it and you dont like it, then dont play it!

Also, is it just me, or can you not do bright corners in Unrelaed3? This is what I see, and there is no bright corners there.


Or am I just being a stupid mapping noob?


Lastly, feel free to stop by the UTR forums and give us a shout out, we need it.
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