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Old 30th May 2005, 11:03 PM   #1
Silas Mercury
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JB-CellBlockA

I am starting to think that I may have way too much freetime, but hey, that means more time to become a better mapper.

Speaking of which, my current work in progress (not even to beta status yet) is called JB-CellBlockA. Credit goes to expisCoR for the idea, it was in a thread he posted way back when on our clan website.

The entire thing takes place in a cell block of a prison. This map is small, but made to accomodate 16 players at a time. The action is freakishly frantic and fast paced. The cellblock is three levels tall, with the top level holding the release switches.

JB-CellBlockA has:
8 seperate jails per team, all released by the same switch.
A few custom meshes and brushes, nothing complicated.
No fewer than 100 cells, each with a working door.
Bot sniping points.

JB-CellBlockA will have:
An Arena (I was thinking of doing a prison shower room for this one )
I still need to get bots to use most of the doors. Lots of door actors to set.
Still need to add shields and health, health vials and adrenaline.
Execution Sequence (might be custom, might not)

JB-CellblockA will not have:
A redeemer. One shot would take out half the map easily.
No vehicles. Again, it's just too small.

There is no version to download just yet, and I'm predicting that the map may have some performance problems once it's finished. I will have to study this further as I continue to work on it. However, I have included some screenshots for your enjoyment.

Let me know what you think!
Attached Images
File Type: jpg CellblockAscreenie1.jpg (105.3 KB, 94 views)
File Type: jpg CellblockAscreenie2.jpg (96.6 KB, 66 views)
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Old 31st May 2005, 06:22 AM   #2
The_Head
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I really like the look of this one. So far from the pics it looks very atmospheric in there. Will be insane to play.

Bit of advice here on the mapping front. One map at a Time!
Otherwise you end up neglecting stuff....I have done this before and regret it....
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Old 31st May 2005, 12:59 PM   #3
Silas Mercury
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Quote:
Originally Posted by The_Head
I really like the look of this one. So far from the pics it looks very atmospheric in there. Will be insane to play.

Bit of advice here on the mapping front. One map at a Time!
Otherwise you end up neglecting stuff....I have done this before and regret it....
From a playtesting perspective, it IS insane to play. The fps are totally shot though, too much info thrown at my radeon 9600 pro at once I guess. (with myself and 15 bots the fps dropped below 10 a couple of times. Could just be me. )

I have split this map, trying to decide on what path to take to complete it. The second version has half of the jails removed, this took out about 100 brushes and almost 150 static meshes (in an effort to improve the frame rates). In the end it didn't really help much though, so I'm not sure if I'll keep it with all the cells or not.
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Old 31st May 2005, 01:27 PM   #4
The_Head
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I have a 9500pro :s
Doesn't look like it should kill the fps that much though.

Try making each set of jail doors as one mesh. that might help.
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
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Old 1st Jun 2005, 05:22 AM   #5
tarquin
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Looks atmospheric.
With a cell block theme, you're going to have to have a pretty nasty execution!
Remember the electric chair in the Alcatraz map?

The floor in the main area looks a bit flat though. Any way you can break it up a bit?
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<tarquin> great work on the llama hud, Wormbo. I really felt like puking
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Old 1st Jun 2005, 06:02 AM   #6
The_Head
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Quote:
Originally Posted by tarquin
The floor in the main area looks a bit flat though. Any way you can break it up a bit?
^^ areed. I would perhaps put some jails or something underneath the floor and have mesh there so you can see through it. Probably will hit the performance a bit. I can't see why it is so bad at the moment though.
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
[21:14] <RevBillyG> its fine as long as you clean up afterwards
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Old 1st Jun 2005, 03:18 PM   #7
Silas Mercury
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I think the performance problem is due to the 15 bots that I test the map with. (That and the lights.)

Let's see, a way of breaking up the floor hmm? There is already stuff under it, so maybe I'll just work that into some see through grating or something.
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Old 1st Jun 2005, 03:48 PM   #8
The_Head
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You have done a level rebuild before you test. Sometimes that can kill your fps. also are you testing with UED or lots of other programs that may slow down the game.
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
[21:14] <RevBillyG> its fine as long as you clean up afterwards
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Old 2nd Jun 2005, 03:10 AM   #9
expisCoR
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Just looking at the screen shots, it looks like it is going to be great. I made a couple attempts at this, but couldn't seem to get what I wanted, and this is it. Very nice. I think I may have tried to make it too big. Oh well, whatever, nice pics and I would love to try it out some time [soon].
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Old 2nd Jun 2005, 08:00 AM   #10
Silas Mercury
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I had this huge page long response written here, and I lost it all... Death to the funky keyboards!!!!!

Summary time!
If you would like an advanced version of the map just pm me and we'll set it up for me to email it to you once the arena is done and the door actors are all working. (shudders...)

The rest was all just random silliness.

(Actually no it wasn't, this begins the edit...)

The playtesting was done from the UED with Musicmatch jukebox running, all on a subpar proc. (1.37 GB) It is no wonder that 15 bots give my pc the fits.

Using a theme from the jails basement I added some detail to the floor. Nothing spectacular but it get's the point across I think.

Last edited by Silas Mercury; 2nd Jun 2005 at 08:04 AM.
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Old 3rd Jun 2005, 08:10 AM   #11
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Just remember folks, save like your life depends on it. I lost three hours of work on this map today because the UED decided to go to florida asap.

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Old 3rd Jun 2005, 10:11 AM   #12
The_Head
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Yeh UED has a habit about that. We had the stabability discussion over on the main BUF forums last week. Its perfectly stable once you know what causes the crashes. The one i usually fall victim to pressing back more than 3-4 times.
I'd like a version of the map to have a go on please mate. If you want me to host the file to save you emailing it to people let me know.
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
[21:14] <RevBillyG> its fine as long as you clean up afterwards
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Old 3rd Jun 2005, 10:46 AM   #13
tarquin
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Quote:
Originally Posted by Silas Mercury
I lost three hours of work
I save every ten minutes. Maybe less.
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<tarquin> great work on the llama hud, Wormbo. I really felt like puking
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Old 3rd Jun 2005, 10:59 AM   #14
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I'm pretty sure auto-saves are enabled by default in UnrealEd 3. Check the Auto?.ut2 files in your Maps folder...
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Old 3rd Jun 2005, 05:35 PM   #15
The_Head
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It saves every couple of minutes in mine, but will only keep 8 copies or something. Fine for most I should think
I always forget about this and panic still if I get a crash
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
[21:14] <RevBillyG> its fine as long as you clean up afterwards
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Old 3rd Jun 2005, 08:05 PM   #16
expisCoR
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I thought it autosaved during every build.
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Old 4th Jun 2005, 06:10 AM   #17
The_Head
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IT might do, can't say I've checked tbh. Generally I save everytime I'm not doing anything
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[21:14] <The_Head> i feel dirty
[21:14] <RevBillyG> O_o
[21:14] <The_Head> *shudders at the thought*
[21:14] <RevBillyG> its fine as long as you clean up afterwards
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Old 4th Jun 2005, 07:47 AM   #18
Silas Mercury
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I use version 3 but it doesn't auto save at all...

Crap.

Anyways, I will take you up on your offer for hosting it. I "did" have all of the doors done and the arena almost done when the editor crashed, but now I have to do it all again.

When it's done I'll let you know and post a few more screenshots or something.
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Old 4th Jun 2005, 08:22 AM   #19
TheSpoonDog
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It's every 5 minutes by default I think. 5 or 10, one of the two.
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Old 4th Jun 2005, 06:02 PM   #20
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Nice theme, I'm looking forward to playing it.
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