UT3 DM-Goose2k9_b3

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Bi()ha2arD

Toxic!
Jun 29, 2009
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phobos.qml.net
DM-Goose2k9_b4 [updated 20.7.09]

DM-Goose2k9_b4

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00173.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00174.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00175.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00176.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00177.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b4/ScreenShot00178.jpg[/screenshot]

Version: beta4

Compatibility: Cooked with 2.1 but no titan content used. should work with 1.3+

Description: This is a remake of the ut2k4 map DM-Goose by Philipp "Soma" Urlich as requested by my clanmate DrUnKenSTeiN.

Comments: Hoping to go final soon. Please let me know if you find any bugs! Already found one but i already uploaded the map so i wont change it for this release: One of the wall meshes at the bio is overlapping with the mesh behind it and flickers when far away. Will be fixed in next (hopefully final) release ofc.

Changes:

  • Lighting redone inside and outside (thanks Cr4zy)
  • Fog
  • Some meshes
  • Reverb volumes
  • Broken roof jump is now PISS EASY, i dont want anyone to complain about it ;)
  • Water redone
To Do:


  • Fix any bugs you find
  • Preview Pic
  • Change ini
  • Mapmusic (?)

Credits & Thanks:

  • Me
  • Philipp "Soma" Urlich (Original author of 2k4 version)
  • DrUnKenSTeiN for the request and the rest of the Armageddon Clan
  • Cr4zyB4st4rd for lots of feedback
  • Nervous energy for running it on their server
  • all the other beta testers and the people that gave feedback
  • 3DBuzz for the videotutorials
Download:

DM-Goose2k9_b4.7z
(get 7zip at www.7-zip.org)​




here is the beta 3 screenshots for comparison and stuff if anyone cares :p

DM-Goose2k9_b3


[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00113.jpg[/screenshot][screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00114.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00115.jpg[/screenshot][screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00116.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00117.jpg[/screenshot][screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00118.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00120.jpg[/screenshot][screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00121.jpg[/screenshot]

[screenshot]http://phobos.qml.net/bio/DM-Goose2k9/screens_b3/ScreenShot00122.jpg[/screenshot]

 
Last edited:

denebx

New Member
Jun 29, 2009
3
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I tend to agree with the stuff previously mention, but the bots could use a little refining too. Some what of a repeat but bots tend to get stuck in the upper water way and seem to have a little trouble getting of the water in general. I haven't seen any of the bots make use of the lift jumps either.

Visually, the walls just below the vest (pic3) come off as a bit dark, and a sunset might help with the outside lighting a bit.

Other than those minor nitpicks it looks nice and plays well, looking forward to the final.
 

Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
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phobos.qml.net
thanks for posting.

i have to admit, i dont care too much about bots, but they should do liftjumps. there are jumplift exits where they have to be. i have never seen one do it either but i think they only do from a certain skill upwards. i hope the bots will get out of the water more easily when i lift the water surface up a bit.

sunset sounds nice, maybe ill try it out. and yea, the part at the 50 is a bit dark at the moment as it only gets light from the lamps at the roof beams and they are quite far away. ill look into that too.
 

Juggalo Kyle

Sup brah.
Mar 23, 2005
1,290
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36
Northern Cali
Welcome to the better side of the universe.

I like the new overall lighting. Glad you took that suggestion. I'll have to download it and give it a run through.
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,870
8
38
Sarasota, FL
I'm playing at the default brightness I believe and the screenshots look too dark, but my monitor sucks at work so I'm sure it's fine. Are the bots better now? Any idea and when this will go final?
 

Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
0
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Germany
phobos.qml.net
didnt change any botpaths yet, but ill have another look into it before i release next beta. the water is raised now so they should be able to get out more easily. ill give it a test run soon.

as for final release: it will be released when its done. ill try to adress everything for the next release and if there are no more severe bugs in that one ill fix all the little things and release it as final. should be in the near future.
 

Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
0
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Germany
phobos.qml.net
here are some screenies.

1st screenshot shows redone outdoors walls, added some meshes and lights there + fog (which isnt quite done as i realized my fog volume has quite visible edges which is ugly).

2nd screen is the new corridor above stinger and the significantly brighter area below the 50 armor in the bottom right viewport. (note: the light isnt yet rebuilt in any of these 4 viewports)

3rd screenie shows some meshes i added to the walls at the shock/amp

[screenshot]http://img269.imageshack.us/img269/8182/zwischenablage1j.jpg[/screenshot]

[screenshot]http://img30.imageshack.us/img30/2971/zwischenablage2.jpg[/screenshot]

[screenshot]http://img6.imageshack.us/img6/9654/zwischenablage3z.jpg[/screenshot]

feedback appreciated.


edit: redoing the lights (again) after crazy told me how to do it right :D
ill post some screens of the results.
 
Last edited:

denebx

New Member
Jun 29, 2009
3
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Some comments on the changes:

At first glance I'm not liking the fog, but I'd like to play it a bit to say for sure. I think my problem with the fog is it looks a bit heavy. A fog that that covers the outside would spread though the inside parts of the level as well. From the screen shot this doesn't seem to be the case as it looks like the fog ends shortly after there is a roof over head. Granted its not done yet, but I've having a hard time getting the look right when I try to visualize it. Too heavy of fog and the transition from inside to outside is to harsh and draws attention to itself. Kinda of like bloom I guess but I think a knee deep fog on the bottom level may look better. Maybe fading out as it gets further from the water... idk, just a suggestion.

I'm liking the new outside textures, but I'm thinking a sunset might be a bit noisy now (too many colors). A large moon or planets in the sky could work better. The outside could really use a stronger light source from outside the level though. Things look/feel a bit flat as is. The architecture is interesting and the shadows it would throw would really add to the level imo.

I'm liking the brighter 50 room. Are there still health veils on the beams up there? The stinger and amp rooms are looking pretty nice too. There is a column the looks a bit funny in the top right square of pic 3 though.

More feedback on b3:

My mistake, the bots do use the lift jumps! I think I had tweaked some bots to a bit to shy for there own good as the stock bots work just fine.

I'm able to hammer jump into each of the bell towers and hide quite well up there. It is possible to become stuck in the bell tower connected to the curved wall nearest the bounce pad.

The hole in the roof - is there a hidden lift on the block on the ramp? It feels very odd when I land on it. It also doesn't push me all the way to the top if I let off the keys. I'll just ride the lift over and over again. Hopefully this is solve with the fix you had in mind already.

Don't forget to add a screen shot and player counts for the final release
 

Bi()ha2arD

Toxic!
Jun 29, 2009
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phobos.qml.net
thanks for all that feedback.

yea. crazy already told me that the fog is too dense. ill redo that.

there actually is a moon in the sky, but atm the light it casts is really low. i already get real nice shadows from that as i cranced the lightmap on the floors way up, but ill see if i can get the effect to be even better.

yea, there are still vials up those beams. kinda added them for fun up there in case somebody takes the challenge and hammerjumps up there :p
and that beam. yea, kinda sticks out that roof :mad: ill fix that too.

yup, bell towers arent blocked out yet. was letting you guys explore them :p
ill add blockings there tho.

and the broken roof: what you are experiencing is a physics volume. i tried to recreate the slopedodge on that sites broken pice. it is set up so that you can slopedodge up to where the pices meet from the ramp. when i tested it it worked. im not sure if ill keep it tho because as you point out its kind of strange when you fall into it from the top.

screenshot, playercount and edited ini will all come in the final release, i just didnt bother with it yet as it has no real impact on testing the map. but it will come.
im not sure if i will put music in tho. well see about that.
 

Bi()ha2arD

Toxic!
Jun 29, 2009
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small update:

fog redone. its only in the lower part of the level now and fades out to the thop.

[screenshot]http://img194.imageshack.us/img194/5095/zwischenablage1k.jpg[/screenshot]

the water is way too saturated in this screen, i already adjusted that. (just too lazy to update the screen)
 

denebx

New Member
Jun 29, 2009
3
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Last edited:

Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
0
0
Germany
phobos.qml.net

Comments: Hoping to go final soon. Please let me know if you find any bugs! Already found one but i already uploaded the map so i wont change it for this release: One of the wall meshes at the bio is overlapping with the mesh behind it and flickers when far away. Will be fixed in next (hopefully final) release ofc.

ye, i knew that already, but thanks anyways ;)
 

Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
0
0
Germany
phobos.qml.net
ok, preparing for final release now.

added the missing box in the corridor below belt

fixed dodgeramp - now doesnt use a physics volume so falling into it doesnt **** **** up

fixed that one clipping mesh


to do:

mappic
muisc (?)
proper ini

that should be all i think