|
|
|
|
#1 |
|
JB-Promontory
Here's a couple of shots of the map I've been working on since we released.
It's largely terrain-based, with indoor bases. (The general layout is actually based on some sketches I made back in the JBIII days when Snowdog sent me a fantastic bridge he'd made.) The bases are at a 90 degree angle, and it would be a big timesaver if I could reflect the terrain in a 45 deg line. If anyone knows of any graphics apps that are capable of editing UEd's 16-bit greyscale... let me know!!! (Tried: Photoshop, PSP, Gimp, G16Ed )
__________________
<tarquin> great work on the llama hud, Wormbo. I really felt like puking
|
|
|
|
|
|
|
#2 |
|
Just set your texture browser resolution to the full size of your heightmap, and use print screen to copy and paste it into photoshop, do your mirroring, and save it as 8-bit and convert back to 16-bit when in the editor. It just means you will need to go over it with the smoothing tool again.
|
|
|
|
|
|
|
#3 |
|
Can't the DDS plugin for Photoshop save in 16 bit? I don't know which one of them is the right thing for this but there's a whole slew of 16 bit save options in the drop-down list for me.
|
|
|
|
|
|
|
#4 |
|
Great news!
I've managed to copy and transform the terrain map in G16ed. ( http://wiki.beyondunreal.com/wiki/G16ed ) I'm working on releasing a rough test version, so I can get feedback on gameplay, things like access to bases and weapon and item placement. Watch this space ![]() Also moving this thread to the main mapping forum
__________________
<tarquin> great work on the llama hud, Wormbo. I really felt like puking
Last edited by tarquin; 18th Jun 2004 at 10:17 AM. |
|
|
|
|
|
|
#5 |
|
Wish I would've found G16ed earlier....I scrapped an entire ONS map cuz I couldnt mirror the terrain
.
__________________
|
|
|
|
|
|
|
#6 |
|
Interior's looking nice. Can't wait for a playtest.
__________________
So the pound has dropped and the children are creating. |
|
|
|
|
|
|
#7 |
|
Ok, here's an alpha version for testing: JB-Promontory-025-ALPHA
It's built on UT2003, but AFAIK it will work on 2004, you might just see some dark surfaces. any chance of some oher 2003 players testing it online? or some 2004 people and let me know how it plays ![]() I'd particularly like feedback on stuff like item and weapon placement and gameplay. stuff that will probably change for next version: * the central curved tunnel will get some decoration... and maybe a lift up to a spot with the Ion Painter (what do you guys think about having a superweapon in this map?) * the jails need some work -- I'm not sure the elevator idea works, but whatever I do I'll be asking my good pal Rev to help me with some meshes ![]() * the scoreboard map will get more interesting * the arena will get its own terrain and the edges will get tidied up. I'll also put a larger message for players who fall in. * I'll put a blocking volume all over the top bits so you can't get up there with a TL.
__________________
<tarquin> great work on the llama hud, Wormbo. I really felt like puking
|
|
|
|
|
|
|
#8 | |
|
Quote:
__________________
Last edited by tarquin; 22nd Jun 2004 at 12:09 PM. |
||
|
|
|
|
|
#9 |
|
weeeeelllll.....
how public is your public server? if the people who are playing are from this forum & are aware that it is a TEST version only, and if you PROMISE to remove it once there is a newer version, and if you get them all to come here and give feedback ... then... it should be ok. Please remember that we don't want general members of the public to play on your server and then say "oh, Jailbreak is crap, there was a map that wasn't like even finished". |
|
|
|
|
|
|
#10 |
|
Good point. I had'nt thought of that. Yes, my server is very public. Hmm... Im thinking of adding a mapvote section titled (Beta/Alpha). That way we all can still play them and even a n00b should know that the maps are not finished. How does that sound?
Also, maybe a requirement on the mappers end since the JB mod has made it so simple to attach a custom loading screen that the alpha/beta needs to state its alpha/beta and the URL for the forum for some feedback. Hey, I think that might actually get more peeps to start coming here too... ![]() So I'll hold off for now until we see if ya like the idea. **Silly me, I forgot the mapvote will use the same map prefix. Was hopeing I could create a maplist for that particular vote section. So I cant do my Alpha/Beta mapvote idea. But I do still like the loading screen idea.**
__________________
Last edited by [40oz]-Rippen; 22nd Jun 2004 at 01:26 PM. |
|
|
|
|
|
|
#11 |
|
I've thought about this.
I think the average player won't read a message like that. Experience shows that with a certain class of n00b, no matter HOW LARGE and HOW MUCH IT FLASHES, they still won't read it. So I'll agree to you putting this alpha map on your server if: * it's passworded while it's running the map * the password is in this thread only * the map is not served to clients connecting (so they have to actually come here and read) even then, I'm not convinced. I am rather disappointed that there has been NO FEEDBACK at all on this map. I've made this a public release rather than keeping it in our private Core Dev board to give the community a chance to be involved and give feedback. If that's not going to happen, I might as well move it back
|
|
|
|
|
|
|
#12 |
|
Registered User
Join Date: Jun. 24th, 2004
Posts: 6
|
HEY!
I really dig the map, I played it on 2004 and it looked great. Here are the only things that I can really complain about: 1) Roof texture is too......blah. Changing that to a redish sky would be excellent. 2) Arena might be a little too small. Don't really like the fact that you can fall in. It's easy to get out and there is no element of danger. I was even in there when an arena match was going on and it was no big deal. A "cage" match would be sweet though! Put a clear dome or cage on the top so you can stand there and watch! 3) I am guessing that sentencing isn't finished. They just fall over and fall through the floor when they die. Now would be a perfect time to implement the much asked for "turret gun and missile" death for the sentencing. It would be great for that cell. Mount the guns on the pillars in the corners. Also, because the cell is underground, when there is sentencing the winning team can barely see whats going on because it is below the camera's line of sight. Otherwise, the map is freaking great! The layout is awesome, the weapon placement is also sweet. I would say you are almost there! Keep up the good work! |
|
|
|
|
|
#13 |
|
Thanks!
The roof is just temporary. There'll be a proper sky later -- I like the idea about a red sky, I was going to go for clear blue, but I'll try your idea first now ![]() The jails are totally temporary for now. The same goes for the camera. You're right, falling in doesn't really seem an interesting twist, especially as the bot snipers can't see you to pick you off. Thanks for the feedback, it's much appreciated!
|
|
|
|
|
|
|
#14 |
|
Registered User
Join Date: Jun. 24th, 2004
Posts: 6
|
Not a problem in the least! I love this game, love this gametype and wish I had the skills to do what you guys do. I have the ideas, but no way to execute them.
![]() Another idea with that jail sentencing could be to either have the walls close in on them or have the roof slowly come down and crush them. That would be wicked. The actual jail design is good with the rising up and letting them free. Maybe you can have the map to the level "inscribed" into one of the wall textures as other maps have the layout in the jail. |
|
|
|
|
|
#15 |
|
Sorry tarquin I play tested this about 3 days ago and never replied.
1)Arena roof should be blocked with something like a cage/gate type thing. That way you can watch without falling in or losing your own view . 2)Waiting for that skybox :P . The outside lighting also seems kinda white and washed out. I'm guessing you used a sunlight actor. Maybe a "dawn" scene with more orangish lighting. Ambient lighting should make the lighting seem less white easily. 3)BUY 2004 FOR TURRETS ![]() 4) There are some white lights around that really have no source. Just looks funny when things get much brighter for no apparent reason. White 5)Bots are fine except for one thing. Indoor there is a lift that slides up and walkways on the side if the lift is gone already. Well the bots stand and wait for the lift instead of taking the alternate route which can be faster.
__________________
|
|
|
|
|
|
|
#16 |
|
Hmm.... I thought I'd taken out those white lights. Whereabouts are they?
I know the sunlight is a bit too strong, I keep toning it down a bit and it's STILL too much.... *sigh* What do you mean by Ambient lighting in the outside area -- I'm not sure about adding some visible light sources and I don't want to increase the polycount out there. Not sure I can do anything about the lift I'm afraid. |
|
|
|
|
|
|
#17 |
|
OK. Installing and testing...
In the meantime, I've had problems with feedback for my map too. Pretty much just focusing on the same problems or the same people posting the same things.
__________________
So the pound has dropped and the children are creating. |
|
|
|
|
|
|
#18 |
|
Ambient lighting as in the Zone Info's properties. Quick pic of what I just did in about a min. Sunlights were given similar properties too.
__________________
|
|
|
|
|
|
|
#19 |
|
Damn. I was sure I'd changed that before uploading. In my latest version there is no ambient light in any ZoneInfo actor.
|
|
|
|
|
|
|
#20 | |
|
Quote:
There are slight texture 'ripples' (distant objects waver before coming into view) but that might just be my PC GFX setup. I like the pit of death (you can jump out tho). Nice jail idea - stand on team-mate and shoot out. I notice the lights to the entrance of the blue lock are red and get confusing. Apart from that it very enjoyable - would be glad to host it when it is released as beta or final. Last edited by Mychaeel; 25th Jul 2004 at 07:42 AM. Reason: fixed [quote] tags |
||
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|