[UPDATED=4/29/09] DM-Mardarth_Mines [PC][BETA 4][PICS]
DM-Mardarth Mines UPDATED: BETA 5 (final ?) (5/4/09) (
Version: Beta 5
Description: This is a fairly large death match for 8 to around 32 players. I emphasised atmosphere, but i also wanted to give it an unusual layout, something other than a typical UT3 map.
The map has three traps, two of which are set off at random (sort of) and the other by a button; Two of the traps are around power-ups and one is just in the map somewhere.
I focused on the visuals and atmosphere but the game play is good as well; theres narrow areas, and wider open areas and also good sniping positions and alot of z-axis action, so its pretty varied.
>Changes From Beta 4
-Added 2 more directional lights, and lots more spotlights to simulate sunlight.
-Added volumetrics as rays of light from the sun
-Added more fog volumes for atmosphere
-Added lots of dim bounce lights
-Added meshes in some areas and delete meshes in other areas, you know just generally improving things i wasnt happy with.
-Added bot pathing in the garage yard so bots can get the redeemer
-Larger file size but i found i got better frame rates because i realised i had a few point lights set to dynamic by mistake, which are now fixed.
If you getting lower fps than with Beta 4 then post your outrage here.
>Changes From Beta 3
Changed PP in some areas to be less obtrusive.
Changed map lighting.
-Increased overall brightness of the skylights
-Changed the "atmospheric lighting" i.e added more spot lights and directional lights to create a more realistic sun lit scene, and increase brightness.
-Added more lights aroung the map in general, to make the lighing more intresting, and to bring out detail better.
Removed 641 meshes (not noticeable dont worry) and done a general clean up mesh wise.
-Changed design of the teleporter room on mining tower (its now a teleporter balcony; more space and less meshes and has a nice view over to the garage yard)
-Changed other minor designs, primarily on mining tower.
Changed Layout on the mining tower, the elevator hallway by the storage halls now only connects to the storage hall and not back to the mining tower, but players can now jump from the elevator hall down to the generator tower and also from the mining tower down to the generator tower.
thats it i think.
-
>Changes from Beta 2:
Fixed Mano Santo's problem caused by a package. (should be fixed, i cant test it so let me know)
Fixed multiple pathing issues:
-Stairs on main tower, beside tarydium pot.
-Walk-way from main control room across too processing tower.
-Stairs in the small computer room.
-Roof of the computer room
Changed collision in the elevator hallway on main tower.
Removed a very small amount of unnecesary meshes.
-
>Changes from Beta 1:
Improved performance. (now works well with 32 bots at medium-highish settings)
-Removed some meshes
-Added in cull distance volumes
-Edited individual meshes cull distance settings
-Removed some unnecessary lights
-etc.
Fixed some of the pathing problems.
Changed the post processing, its less blurred now, and less bloom.
File size 7.5MB lower
Compatibility: PC only for now. Cooked with patch 2.0. If you dont have this patch by now, you don't have my permission to play the map
Story: Mardarth Mines, once the most prolific Tarydium mining colonies in Phyzaine 7. The company eventually had to close its doors during the economic crisis of 2286, the mines lay dormant for 5 years untill it was eventually swept up by Liandri location scouts for use in Liandri's up and coming Tournament. Out of the 8 Mardarth mines only 1 was deemded safe enough for use in the tournament, although most contestants would disagree.
Comments:
Known Bugs:
-One of the lifts, the lift by the threes, doesn't work right (see here for details)
Screenshots
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp-1.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp2.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp3.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp4.jpg[/SCREENSHOT]
Download:
DOWNLOAD!
DM-Mardarth Mines UPDATED: BETA 5 (final ?) (5/4/09) (
Version: Beta 5
Description: This is a fairly large death match for 8 to around 32 players. I emphasised atmosphere, but i also wanted to give it an unusual layout, something other than a typical UT3 map.
The map has three traps, two of which are set off at random (sort of) and the other by a button; Two of the traps are around power-ups and one is just in the map somewhere.
I focused on the visuals and atmosphere but the game play is good as well; theres narrow areas, and wider open areas and also good sniping positions and alot of z-axis action, so its pretty varied.
>Changes From Beta 4
-Added 2 more directional lights, and lots more spotlights to simulate sunlight.
-Added volumetrics as rays of light from the sun
-Added more fog volumes for atmosphere
-Added lots of dim bounce lights
-Added meshes in some areas and delete meshes in other areas, you know just generally improving things i wasnt happy with.
-Added bot pathing in the garage yard so bots can get the redeemer
-Larger file size but i found i got better frame rates because i realised i had a few point lights set to dynamic by mistake, which are now fixed.
If you getting lower fps than with Beta 4 then post your outrage here.
>Changes From Beta 3
Changed PP in some areas to be less obtrusive.
Changed map lighting.
-Increased overall brightness of the skylights
-Changed the "atmospheric lighting" i.e added more spot lights and directional lights to create a more realistic sun lit scene, and increase brightness.
-Added more lights aroung the map in general, to make the lighing more intresting, and to bring out detail better.
Removed 641 meshes (not noticeable dont worry) and done a general clean up mesh wise.
-Changed design of the teleporter room on mining tower (its now a teleporter balcony; more space and less meshes and has a nice view over to the garage yard)
-Changed other minor designs, primarily on mining tower.
Changed Layout on the mining tower, the elevator hallway by the storage halls now only connects to the storage hall and not back to the mining tower, but players can now jump from the elevator hall down to the generator tower and also from the mining tower down to the generator tower.
thats it i think.
-
>Changes from Beta 2:
Fixed Mano Santo's problem caused by a package. (should be fixed, i cant test it so let me know)
Fixed multiple pathing issues:
-Stairs on main tower, beside tarydium pot.
-Walk-way from main control room across too processing tower.
-Stairs in the small computer room.
-Roof of the computer room
Changed collision in the elevator hallway on main tower.
Removed a very small amount of unnecesary meshes.
-
>Changes from Beta 1:
Improved performance. (now works well with 32 bots at medium-highish settings)
-Removed some meshes
-Added in cull distance volumes
-Edited individual meshes cull distance settings
-Removed some unnecessary lights
-etc.
Fixed some of the pathing problems.
Changed the post processing, its less blurred now, and less bloom.
File size 7.5MB lower
Compatibility: PC only for now. Cooked with patch 2.0. If you dont have this patch by now, you don't have my permission to play the map
Story: Mardarth Mines, once the most prolific Tarydium mining colonies in Phyzaine 7. The company eventually had to close its doors during the economic crisis of 2286, the mines lay dormant for 5 years untill it was eventually swept up by Liandri location scouts for use in Liandri's up and coming Tournament. Out of the 8 Mardarth mines only 1 was deemded safe enough for use in the tournament, although most contestants would disagree.
Comments:
Known Bugs:
-One of the lifts, the lift by the threes, doesn't work right (see here for details)
Screenshots
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp-1.jpg[/SCREENSHOT]
-
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp2.jpg[/SCREENSHOT]
-
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp3.jpg[/SCREENSHOT]
-
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp4.jpg[/SCREENSHOT]
Download:
DOWNLOAD!
Last edited: