UT3 DM-Malevolence [v0.25][pics][Beta1]

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Creavion

New Member
Aug 27, 2005
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Just a quick question: Will you make use of Foregone Music (since the package is complete even with an unused "DM Action" track)?
You just would have to make a new uhm don`t know how it is called - you know where you set the ambient track, action track, ...
 
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barballs

Packed with Unreal goodness
May 3, 2003
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No Forgone is already used and in the current beta. I may make a custom arrangement (the word you are looking for) and find a suitable action track on it. Not sure on that yet.
 

1x.

UT99 Instagib 'ladder' champion
Oct 25, 2009
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Looks like your making good progress ..

Keep up the good work BB. D/L latest version. :)

P.S. The dynamic music feature would be cool for this release IMO, especially Foregone .. seems like they did a great job on that one, on my CTF-Mealstrom i've remixed skyward because i wasn't nearly as satisfied with that particular dynamic track, that said still the dynamic music system in UT3 is very kewl at the end of the day.

I'm a firm believer in included original/matching tracks on remakes / conversions, even more so on faithful remakes. ;)
 

barballs

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You should be happy to know that the Forgone is already in there :) has been since beta1. AM sick as a dog at the moment. Caught cold on Christmas day :\ Will be back to mapping as soon as I'm able to sit at PC for longer than 5 mins :)
 

1x.

UT99 Instagib 'ladder' champion
Oct 25, 2009
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Yup, i caught that in the threads before and listened to it during testing as well. (was sort of suggesting that the dynamic track should work well on your remake, doesn't have to be original Foregone - Epic preserved enough of its originality on the particular dynamic track included with UT3 IMO)

Hope ya feel better dude. Get well 1st. Mapping hobbies 2nd.

BTW, excellent progress on this, great work with your enhancements while preserving the originality; when i ran around in it tonight it brought back memories, we used to do the DM try-outs for our clan on this map, Arcane Temple, & StalwartXL back in the day, we were #1 undefeated IG on OGL and proving grounds for a good while, we took our try-outs very seriously.

I think its probably on your todo list, i'd like to see you duplicate the original (crystal blue) water as closely as possible.
 

barballs

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May 3, 2003
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Happy New Years!

1x: I was talking about the Dynamic track (called an arrangement). It is included.

Happy New Years Folks! I'm Off to celebrate and don't plan to be too productive tomorrow! So, these will have to suffice for another day or so :)

[screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_39.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_36.jpg[/screenshot]
[screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_37.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_38.jpg[/screenshot]

Upcoming RC2 Changelist to date:
  • Added blocking volumes to all concave brushes where players frequently collide.
  • Scaled thread plate material to 0.5 to make character feel further off the ground.
  • Added SM Wooden planks to on rap to water tunnel
  • Added SM pipes details under the previously mentioned planks.(Broken pipe to act as water source)
  • Corrected Mis-aligned textures in Water Tunnel
  • Added underfoot lighting for water tunnel
  • Messed about with UT Billboard (just coz)

Left To Do:
  • Add Decals to water tunnel
  • Add SM Drains to water Tunnel
  • Change skydome
  • Add water emitter to broken pipe
  • Add ambient sounds
  • NICETOHAVE: Add Cheaky Shock area
  • NICETOHAVE: Moving clouds in Skybox
 
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barballs

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I'm pretty confident this will be the last beta. All of the remaining changes that I notice are cosmetic so barring any additional issues I'm confident the next release will be final :)

As Always I look forward to your feedback!

RC2 Changelist:
  • Added blocking volumes to all concave brushes where players frequently collide.
  • Scaled thread plate material to 0.5 to make character feel further off the ground.
  • Added SM Wooden planks to on rap to water tunnel
  • Added SM pipes details under the previously mentioned planks.(Broken pipe to act as water source)
  • Corrected Misaligned textures in Water Tunnel
  • Added underfoot lighting for water tunnel
  • Messed about with UT Billboard (just coz)
  • Added ambient sounds
  • Corrected BSP surfaces to allow Decals to work
  • Added Water emitters
  • Rearranged Tunnel Geometry
  • Added player triggered sounds
  • Added SM Drains to water Tunnel

Left To Do:
  • NICETOHAVE: Add Cheaky Shock area
  • NICETOHAVE: Moving clouds in Skybox

Download: DM-Malevolence-rc2.zip
 
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HedgeMaster

New Member
May 3, 2009
135
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Gonna try it.

EDIT: Beyond groovy.
However, there's still no mapping on dominating steel floor and concrete bicks wall textures, which looks odd since it's one of basic feature of the engine.
 
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HedgeMaster

New Member
May 3, 2009
135
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Of course I don't want entire level to look like made of plastic, but it would be good to see facture of a material, especially on close-ups or in strong light.
 

G.Lecter

Registered Tester
Dec 31, 2004
1,257
3
38
36
Spain
www.oscarcrego.com
The wood cracking sound next to the Enforcer plays extremely loud in my comp and you can hear it full volume even if you're on the other side of the map. (it also happens with the lift sounds in your jail-themed map btw... ;))
Also, the LinkGun platform could be a bit thicker. I dunno, but anything that's thinner than 64 units looks weird to me... :p

Other than that, it's a cool remake that will be adding to my HOLP collection... gj! :tup:
 

barballs

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Thanks for that Skaarj. I've changed that. How about you? You played on this yet?

G.Lecter: yeah I have a fixed version of Takk in testing with all those problems addressed. Also, having wood platform thicker would not be the same as the original and besides having it about 3-4ft thick would look a bit odd for wood. Your too used to Quake style architecture sir ;)
 

Mozi

Zer0 as a number
Apr 12, 2002
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In the Borderlands..
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I have to say I had a lot of fun playing on this map. It's an old school re-make! Well done.

You could have made a "standard" UT 3 map filled with meshes in every corner, but you kept it clean and simple, like UT maps are meant to be!

I had not played UT 3 in ages and forgot I had the Titan mutator on. This is the result:

[screenshot]http://mozidesign.com/temp/Juggernaut!.jpg[/screenshot]
 

barballs

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May 3, 2003
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Wow, good work:) l like this map. Barballs, can you create remake of other maps from UT99, for example, Phobos Station. This map is my favorite map from UT99, but I can't download it (((
You can't download my map or Phobos? There is a version of Phobos online for UT3. If I get time I'll look at doing a classic remake of Phobos.

In other news:

[screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_42.jpg[/screenshot][screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_43.jpg[/screenshot]

So in an effort to change the tiled look and of the thread plate flooring I opted for newer texture with slightly increased bump mapping and specularity. I'd appreciate your thoughts on the new color. I included a close to show detail.

So which is it to be: Golden oldie or New 'n shiny?

[screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_41.jpg[/screenshot]

New skydome with moving clouds.

[screenshot]http://offbeatgeek.com/ld/ut3/malevolence/Malevolence_40.jpg[/screenshot]

Ship now with engine exhaust.