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UT3 DM-Bagger-SE [Pics] [Download]

Discussion in 'Content Releases' started by Kev_Boy, May 8, 2009.

  1. Kev_Boy

    Kev_Boy I Love Big Verts

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    Name: DM-Bagger-SE

    Version: v2.0

    Compatibility: PC (v2.1 compatible)

    Description: DM-Bagger was born out of the Interlopers forums, which is a Valve mapping community, when somebody suggested this behemoth of a machine (the bucketwheel excavator) as a map.

    I started and scrapped a HL2DM map based on the concept, but when I saw UT3, I knew that was the game for it. And how - I only found out when I was already 50% on the development of Bagger that Epic did a similar bucketwheel excavator for WAR-PowerSurge!

    I just want to emphasize I did not steal their idea or map, it's a different game-type and it's a different layout. It is entirely unique.

    Inspiration was drawn from the Bagger 288 currently mining in Tagebau Garzweiler, Germany.

    I submitted this map for Phase 1 but alas did not win anything nor receive an honorable mention, I hope through this Second Edition I can grab a spot on the winners list of Phase 3. I really honed and refined this map on just about every area a map can be honed.

    At least it's refreshing seeing a UT3 map that isn't all grungy-dark, right? ;)
    Have fun!!

    Screenshots:

    [screenshot]http://img.photobucket.com/albums/v252/Kev_Boy/DM-Bagger/Official%20Screens/Preview.jpg[/screenshot] [screenshot]http://img.photobucket.com/albums/v252/Kev_Boy/DM-Bagger/Official%20Screens/Shock.jpg[/screenshot]

    Credits: Krupp for making the machine that heavily inspired me, the folks here asking/answering questions, Epic for making the game, editor and MSUC

    Homepage: http://www.kevboy.metalsoup.com/

    Download PC: http://www.fpsbanana.com/maps/94199
     
    Last edited: Jun 20, 2009
  2. M.A.D.X.W

    M.A.D.X.W Active Member

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    Whats different with the new version?
     
  3. Kev_Boy

    Kev_Boy I Love Big Verts

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    1) Improved post-processing
    2) Addition and removal of pick-ups for better map-flow
    3) Optimized bot pathing by subscribing unattainable paths the bots would try to take
    4) Optimized terrain tessellation, quite a bit cheaper to render now
    5) Pushed the fog back another 1000 units, doesn’t overwhelm visually quite so much
    6) Decreased the volume of the ambient wind
    7) Fixed the conveyor belt making players invulnerable
    8) Decreased the damage of the lava from 7hp/sec to 4hp/sec
    9) Made the caterpillar threads very easy to mount and dismount, no tricky jumping required!
    10) Deleted barely used materials and meshes to optimize memory usage
    11) Replaced most of the generic green looking texture on the bottom of walkways
    12) Lowered back arm platform so-that a single jump gets you up from the walkways
    13) Clipped off the spaces between the back arm platform so you can no longer fall through
    14) Added big electrical mast props, carrying electricity to the machine from the distance
    15) Added more lava blobs in the distant terrain
    16) Painted a second texture on the terrain, the hill actually seems excavated now
    17) Improved flak cannon staircases
    18) Added a second redeemer so both the front and back arms have one
    19) Put more railing strutwork out-of-whack for immersion
    20) Made many brushes semi-solid so they no longer cut up the BSP tree if the don't need to
    21) Removed collision from several static meshes that were causing some players hang-ups
    22) Removed heat-haze effect, it looked cool in the distance but made the machine look like jello
    23) Working map stingers
    24) Bucketwheel ‘o Powerups has been fixed!!!
     
  4. M.A.D.X.W

    M.A.D.X.W Active Member

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    Sounds like some good improvements :)
    Not sure about two redeemers though.

    Downloading...
     
  5. Kev_Boy

    Kev_Boy I Love Big Verts

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  6. Kantham

    Kantham Fool.

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    I can tell the previous version is totaly ruined by dull lighting/post processing. This looks WAY better now.
     
  7. SkaarjMaster

    SkaarjMaster enemy of time

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    looks like we’re battling in and on a large mining machine with lava below and electric wires preventing leaving the machine without dying; good shadow but skybox could be a little better; good weapon placement and love sniper location and wind sounds. This map is not fun to play because of too much balancing and falling (like a high wire act); I think some of the platform areas without having to run along beams would have made it better.
     

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