UT3 DM-Restrict [BETA 1] [Screens] [PC DL]

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Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
34
P'Boro, UK
Final
Final



[screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictLink.jpg[/screenshot][screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictLinkRain.jpg[/screenshot]
[screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictBelt.jpg[/screenshot][screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictBeltRain.jpg[/screenshot]
[screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictChest.jpg[/screenshot][screenshot]http://cr4zyb4st4rd.co.uk/Images/Restrict/RestrictChestRain.jpg[/screenshot]


Version: BETA 1
Compatibility: Patch 2.1 & Titan Pack (Required)

Description: An abandoned testing facility, deserted after a meltdown at a near by necluar plant. Left to be overcome by nature plants have grown into where they should have never been due to rich water ground. The area now deemed radiation free has been left unnatended, and only those brave enough to disturb what once existed are sent back to hell.

Comments: Designed for tight and faced pace DM action, with some areas for a frag fest. Originally designed for Duel to 2v2 TDM, although 4v4 can be a good bit of fun.

This is 2 weeks worth of work. Visuals are still being worked on, and there are a few bland areas. Collision is ok as far as i know, if any one finds any bad collision, flickering textures etc, let me know, along with any other bugs you come across

Player Count: 2 - 8

Credits:
+Me
+Epic for UnrealEd and UT3
+Alpha Testers/Early Feedback - Nammo, Bi()ha2ard, Drummer.unr, Ignotium, ScHlAuChi
+Drevlin for the lightray mesh info
+KaMi and Spoondog for some custom meshes (brick pipes and pipe ends)
+#unrealed

Homepage: http://Cr4zyB4st4rd.co.uk

Download:
Now Final
 
Last edited:

DeathoX 8

Beta Toaster
Jan 20, 2008
247
0
0
Hi dood, I quickly tried your map. It's a pretty nice Duel map, I enjoyed a (very) quick match :)

Performance-wise the map wasn't brilliant, there was one zone especially (the Body Armor zone) which gave me quite bad FPS. Might be due to the (dynamic) lighting, since polycounts aren't that high. I haven't noticed any dynamic light though, except a flickering one in the UDam corridor (which was pretty bad perfo-wise too - but then it might be just my PC sucking badly)

Visually-wise, I think it looks good but maybe the electric blue of the light bulbs is a tad too electric (try desaturating them slightly to see if it gives a better effect)
I noticed that the deco fans that you have in some places of the level look almost unlit, being bright white lighted even when they are placed in a orange-lighted corridor.

The UDam location was... interesting, for a lack of a better word :p. Not sure how it will work out (right now all it does is just forcing players to go back after taking the UDam to grab the vials missed during the jump...) but it's pretty original :)
A visual note, I don't think that the wood-like wall panes (one of them having a window/door) fit much on that wall.


I like the gameplay, a tad too many corridors for my taste but I found it enjoyable.
Two little concerns I have are the position of the Sniper Rifle, which makes for a kind of camping position since you can see all the accesses to that place (although anyone who isn't a noob will easily eradicate the camper with some rockets), and the closeness of Shock Rifle and Rocket Launcher, which makes controlling the two most powerful weapons in the map pretty easy. If you want to change something, you might try moving the SR and RL farther away.


Good luck for MSUC :)
 

Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
34
P'Boro, UK
Cheers XYZ :)

Discussed the FPS loads, it's being worked on :D

Ill see about the lights, although, i like colour, and UT3 is lacking in that department. I can see what you're on about, personally i like them.

The fans are down to directional light fail, which has hopefully been fixed now.

For the Udamage, i wanted to give a player a split decision, grab health first or udamage.
If you do the jump a certain way you can just grab the first and last vials. I wanted something original and different. I guess it adds a little more risk factor to it, which is deserved for what it is.

I tried to split it between corridors and open areas equally, but nothing ever works right. Ill keep it in mind for what ever map i do next :)
Personally though the tests i've done, against bots, humans, humans and bots, duels, 2v2, 8v8 and plain 6 player DM the weapon placement seems alright, yes you are close to both, especially if you spawn at the rockets, but as i've played it it hasn't been overly powered. So ill keep it as is for now, although thanks for the input.

:)
 

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
Ouch. Performance is bad, it brings my 8800GTS 640 into the yellow. I run every stock map fine, apart from a few dips in the 40FPS in some of the spawn points in Warfare (So who cares)
For this map it's everywhere. There's absolutely nowhere I get a stable 60FPS. The highest I got was 55. At one point I was looking squarely into a wall and I got 40FPS.

It looks good though, apart from corridors going down to the Udamage where it's a little bare (And dark ceiling)
You also must find another sound for dripping water. At first I thought it was some kind of bug in the sound rendering, or just a trigger which was malfunctioning designed to activate when I touch it to make it look like I was walking on bad metal on the floor that creaked, but then I realized it was in synch with the water dripping.