UT3 DM-Obstructed (Beta1)

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Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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Northern Cali
DM-Ta_Prohm (Beta 2) (Formaly known as DM-Obstructed)

*UPDATE 06/10/2009*

Well I completed the second Alpha/Beta of the map. It's pretty torn inbetween, so the visuals aren't too pretty.... and very rough, so that's not what I'm looking for feedback in.

Still looking for feedback in the gameplay area, and the general flow of the map.


Download!


[SCREENSHOT]http://img191.imageshack.us/img191/4201/tp1.jpg[/SCREENSHOT] [SCREENSHOT]http://img191.imageshack.us/img191/3185/tp3f.jpg[/SCREENSHOT]
[SCREENSHOT]http://img375.imageshack.us/img375/3559/tp4.jpg[/SCREENSHOT] [SCREENSHOT]http://img375.imageshack.us/img375/4010/tp5.jpg[/SCREENSHOT]
[SCREENSHOT]http://img197.imageshack.us/img197/5092/tp6.jpg[/SCREENSHOT] [SCREENSHOT]http://img504.imageshack.us/img504/4606/tp7.jpg[/SCREENSHOT]
[SCREENSHOT]http://img504.imageshack.us/img504/7554/tp8e.jpg[/SCREENSHOT] [SCREENSHOT]http://img504.imageshack.us/img504/6411/tp9.jpg[/SCREENSHOT]


So yeah, I would like to hear about any more concerns with the gameplay.

Bot pathing is still very very basic, but they do move and fight well, so it's playable.


<3 Kyle
 
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Vaskadar

It's time I look back from outer space
Feb 12, 2008
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Fort Lauderdale, FL
Well, I hope to encourage your triumphant return, and I shall download. Oldschool is great, and Q3 is oldschool enough to be great.
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
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I've been thinking about how I want to take this map.... visualy. I actually think I'm going to change the theme. I'll keep you guys up to date in the WIP thread.
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
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I just played it,
Graphically, obviously it wasnt great; the sky dome was crap; the texture was to small i think. And also the map is fairly dark and the textures/materials are repitive,
But i know your not finished with the visuals so none of that^^ matters. Also i saw the default material on some surfaces.

But the main thing is gameplay, and i taught it was fun, i like all the lifts you cathch alot of air of them when lift jumping because there so fast! you can get very far acroos the map from the lifts, its very fun fraging bots in mid-air with the shock rifle or sniper :p so thats cool.
Lots of z-axis to, but also some level areas to fight on, personnelly i taught the centre level area was a bit boring or something (the palce where theres a flak cannon and shock rifle i think) its just level and it seems that the bots spend alot of time down there, maybe adding some cover down there like big boxes (or something more creative)
Also i didnt think the flak cannon was effective in this open area,and thats where its pick up is.
Fun layout though very fast, its small like but you can fit alot of bots in i played with 8 :p im not a fan of 1v1 so you know :p

I dont really like egyptian themes, but the open style of some parts are very suited to an egyptian theme, im not sure what else you could do.
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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Northern Cali
Thanks for the feedback. I do agree that the center ground level area is alittle dull. I've been trying to think of ways to change it, give it more 'umph', ya know.

I'm changing the theme. I got to thinking about it, and I don't feel like doing an Egyptian theme anymore. Probably will go more towards an industrial plant with nature taking it over, if you catch my drift.
 

Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
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Fort Lauderdale, FL
When I played it, the layout felt oldschool, the gameplay was tight, though due to certain momentum damping physics in UT3, I feel your lifts could have used a little more velocity to give that extra oomph needed to make some of the jumps. These textures scream Q3 as you said they were sourced from the game, so I noticed immediately you updated them with normal maps and specular stuffs that is found in most materials these days.

As far as your planned theme, derelict/overgrown would be cool. Perhaps a sealed-in greenhouse feel would separate it from other maps I've seen.
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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Northern Cali
An overgrown industrial theme is what I'm probably going to go with. I was toying around with the map alittle last night, so this is still rough.

*More Foliage to come*

[SCREENSHOT]http://img35.imageshack.us/img35/9336/screenshot00061.jpg[/SCREENSHOT]
 

Interbellum

I used to be a man
May 17, 2008
717
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An overgrown industrial theme is what I'm probably going to go with.

oh_noes_qjpreviewth.jpg


...should have been Nali castle theme. ;)
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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Northern Cali
From a suggestion over on the Epic forums. Somebody suggested that I altered my Rocket Launcher area, so I did. Very good suggestion, as it made that part flow much better.

[screenshot]http://img40.imageshack.us/img40/2762/84718564.jpg[/screenshot]

*The visuals is a very very rough WIP. Don't bash me for the pic. :p*
 

MeanyMortal

They call me Berjj
Oct 2, 2004
129
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Sweden
I tested the map some time ago but forgot to leave feedback, sorry, been busy lately.

Glad to see you changed the rocket area, I think it was too dangerous to venture to the rocket launcher in previous build. Especially since the map is fairly open and the rockets aren't the most effective weapon in this map.

The flow was good in general and item placement felt good. I was gonna suggest switching places between the rockets and shield belt, but that might not be needed after the layout change.

The ground floor is what needs the most work. It's way too empty as is, and there's not really any reason to venture into those open areas since there's nothing there. I wouldn't suggest simply placing an item in those areas, you need to do something more with them. Add rubble or pillars or something.

I would like to see the speed increased on the mover you've got by the rocket/shield area. It is possible to lift jump all the way to the belt, but it's hard and requires a LOT of practice, it's also going to get a LOT harder online with lag and all that. I remember last time you started up a server so we could test it, the lag made it impossible to get almost any lift jump right.

Right by the shock rifle there's also a lift, right by the exit of that lift there's another lift leading to the shield belt. I'd suggest you to either replace that with a jump pad or increase the movement speed slightly. I felt really annoyed with how slow it moved, but maybe that's just me.

All in all you're on the right way and I'd love to see this level finished and released sometime. The map has a sweet UT2004 vibe I haven't felt in any other UT3 map so far. :)
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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Northern Cali
Thanks Berjj. I was wondering when you were going to throw in your input.

As for the lift by the RL, it's already been changed... for the better.

I'll look into the suggestion about the Jump Pad. Sounds good actually, because I've always hated that lift, and wondered how to make it flow better.


I'm still playing around with the theme. I havn't 100% finallized my desicion yet. I sure do love Na Pali though..... ;)
 

DarkSonny

Beware!
Apr 8, 2008
298
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Malaga, Spain
Egiptian-scifi theme maybe sounds well ? or nali as you said it will become very sexy theme, why dont you try it to see how is getting out?

Keep mapping dude, and take your time! ;)
 

cooloola

A good samaritan
Dec 31, 2005
776
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From a suggestion over on the Epic forums. Somebody suggested that I altered my Rocket Launcher area, so I did. Very good suggestion, as it made that part flow much better.

[screenshot]http://img40.imageshack.us/img40/2762/84718564.jpg[/screenshot]
Hurray I gave useful feedback :D Looks nice so far.
*The visuals is a very very rough WIP. Don't bash me for the pic. :p*
TBH it sucks :p
 

MeanyMortal

They call me Berjj
Oct 2, 2004
129
0
16
35
Sweden
Another alpha before moving on would be a good idea imo, also, na pali theme for the win! :D I just wish there were proper meshes for such a theme... :(