Active Mapping Projects

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DrahguneyeZ

Spirit of the Dragon
Jul 23, 2002
681
0
0
Canada
cynicdesign.cjb.net
Bonecrusher said:
Actually, forget I said that. If you want my honest opinion, It needs a complete remake dude. And this time make sure to make use of the Intersect and Deintersect tools, then nothing will be overlapping and causing bsp holes.
i dont think its worth remaking it. you dont really notice the holes when playing th map. I dont hink its necessary.
 

Bonecrusher

Make choices, don't look back...
Oct 14, 2001
3,885
3
38
37
Spring City, PA
bua.beyondunreal.com
Fix list for daredevil between beta 2 and 3

  • Bigger Elevator to fit leviathan to top
  • Leviathan now has the capabilities to get daredevils
  • Made a few elevator tweaks
  • Less chance of getting raptor stuck in ceiling
  • More ramp tweaks
  • Explosive barrels for added pleasure
  • Backup vehicles (in case we blow them all up or leave them at the bottom)
  • MORE HEIDI WOOT!!!!
 

Bonecrusher

Make choices, don't look back...
Oct 14, 2001
3,885
3
38
37
Spring City, PA
bua.beyondunreal.com
WOOT WOOT! :)

The daredevil project is being pushed aside for a while unless someone comes up with more suggestions.

I've started work on a new map. If I have the scale right...It'll be a little on the large side...egyptian style...and I'm hoping to make a tall ass flag base kinda like face. But this map was actually inspired by the old CTF-Warriors from ut99. :)

Taz and I were doing some old skool fragging the other nite...it was fun.
 

Bonecrusher

Make choices, don't look back...
Oct 14, 2001
3,885
3
38
37
Spring City, PA
bua.beyondunreal.com
Ok...not much to show you. But here is what I have so far...started last night and worked on it a little more today.

Still haven't decided what to do with the skybox...I think I'm gonna have to cut off the top part to make any sense of it. Just have to remember how.
 

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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
1
38
54
Wha?
CTF-BuA-[AJ4]Starburner

Ok, I understand that some of you (Meat) miss Soulburner... well, here's a lil something to tide you over until I get that (and [AJ2] ;) ) finished.

It's a different version of BB...

...and you don't wanna jump the walls... trust me... :D
 

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«BuA»Lurker_71

Thë Möñkëÿ Kïñg
Dec 15, 2002
2,210
1
38
54
Wha?
Welp, with 9 bots and normal settings, I get an avg of 64 fps at the opposite side of the map.
You'll never spawn there, so the likelihood of getting a frame hit isn't very high.
The average fps just running around the map with 9 bots was in the 90's... and standing in the center with the same amount of bots was over 100.

There's not much for the game to load, mainly a small amount of bsp and the rest are s.meshes.
There's a good amount of light, and you can see clearly to the other side of the map... seeing the opposition is not a problem.

As far as eye candy goes, it's a nice (stationary) skybox, with plenty to look at, but nothing that would distract you from fraggin the pants off of someone.

I've added a few things since I posted the pics, and it's ready for testing, tho I did no pathnoding (designed it for online play).

So if we can get a few peeps on the server, we can give it a shot.

Once I've got enough people agreed on anything that needs changing, I can release it without the beta tag.

It's 500kb zipped... so I can't post it here... but I am in IRC at the moment... :)
 

DrahguneyeZ

Spirit of the Dragon
Jul 23, 2002
681
0
0
Canada
cynicdesign.cjb.net
ok. I tested it and I came up with some of my own oppinions.
First of all id like to say very nice map Lurk.

Some pictures are attached to describe what i mean

1st Pic = I think the flag should not be burried in the corner so close to the walls. Maybe push the flag out to around where its marked in the pic.

2nd Pic = The boxes have an indentation to them on 2 sides. Which makes it harder to wall dodge off them. When you try to wall dodge off the boxes you get stuck in the indents. Its kinda wierd. The boxes should be flat on all sides. (i know it makes the boxes look a bit more fancy but overall its not good for gameplay), BC might agree with me on this one. (or any of the people that wall dodge alot)
In a fast paced game you dont have time to stop and check if your gonna dodge stright in the middle of the side of the crate. :)

And thats it! Overall very nice map Lurk. I think them 2 fixes and It will be ready.
 

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Bonecrusher

Make choices, don't look back...
Oct 14, 2001
3,885
3
38
37
Spring City, PA
bua.beyondunreal.com
Here goes newer pics of me map. Putting it on hold for the weekend so here ya go. Not done detailing the building...but its getting there.
 

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TAZTG

Your face, Your ass-Whats the Difference
Sep 12, 2001
3,748
2
38
63
Brunswick, MD
Played Lurkers Map.. Runs nice and smooth. Suggestions...
Node: take off red force field and make it so you can shoot through what you can see through. That would also remove hiding on top of the node..
I like it..