UT3 DM-Glacial-24 [Beta, updated on Jan.10, 2010]

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Nov 4, 2001
2,196
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The Kitchen
Hoooooly moly. It's not often I am stunned by the unlit, barely-textured shell of a map, but this architecture looks awesome. Did you do all of that with just BSP? And where are those textures from? I haven't started using UED3 yet so I don't know how much better its BSP tools are than UT99's editor's, but still, DAMN.

Definitely looking foward to seeing this finished. Let me know if you want any feedback on the layout and I'll probably download and play it before it's done.
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
I really like the architecture and all the details, but I'm not sure you can use only lighting to bring colour to the map. I think you will need a few different textures for the walls.

Yes I will try:)


Now it looks like we're getting somewhere...alrighty...downloading the update.

Don't download the map. The new version is not uploaded yet.


Hoooooly moly. It's not often I am stunned by the unlit, barely-textured shell of a map, but this architecture looks awesome. Did you do all of that with just BSP? And where are those textures from? I haven't started using UED3 yet so I don't know how much better its BSP tools are than UT99's editor's, but still, DAMN.

Definitely looking foward to seeing this finished. Let me know if you want any feedback on the layout and I'll probably download and play it before it's done.

Not BSP. Of course BSP is capable of making this kind of buildings but BSP could be buggy when comes to lighting as you can't control the lightmap UV. Not to mention BSP of much detail is also expensive than Staticmesh.
The idea here is to use Staticmesh as BSP:lol:
Most of the textures are from HL2;) But modified to fit for the Painkiller-ish style.
 

Ignotium

Que hora es?
Apr 3, 2005
1,426
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38
Madrid
It looks really good moon.

And also, IMO, you could and should, try porting the map into UDK, not to release it as a playable thing, but more like trying to show off how it could look using that technology, since the architecture is really good and solid, they only weak side is the lighting, and not yours, but UT's, :p
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Well...at least UT3's lighting's not nearly as dark as SWAT 4's was, but that was on the previous generation of Unreal Tech, iirc. I've been getting somewhat into mission mapping for that game, but...whew, I kinda wish they'd gone to UE3 over UE2 for that one.

Besides, I agree about overusage about BSP, this isn't exactly Counter-Strike. Even there, you do still have "props" which are kinda like static meshes of sorts.
 
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moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
It looks really good moon.

And also, IMO, you could and should, try porting the map into UDK, not to release it as a playable thing, but more like trying to show off how it could look using that technology, since the architecture is really good and solid, they only weak side is the lighting, and not yours, but UT's, :p

Yeah I'd like to try it in UDK. The real GI could be amazing.


Well...at least UT3's lighting's not nearly as dark as SWAT 4's was, but that was on the previous generation of Unreal Tech, iirc. I've been getting somewhat into mission mapping for that game, but...whew, I kinda wish they'd gone to UE3 over UE2 for that one.

Besides, I agree about overusage about BSP, this isn't exactly Counter-Strike. Even there, you do still have "props" which are kinda like static meshes of sorts.

UT3's static lighting is indeed different from UE2. I think fake AO was removed in UT3.



I assume he was suggesting you should put one (or something similar) on your walls to not make it so grey in grey.

you r right. I just looked at that picture and thought that must was a bug before I could read his post carefully:D
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
Updated!
Version 31 is available. Check the first post.
The biggest change in this version is the fake AO textures, they are not as good as those built with Lightmass but still improve the lighting a lot.

What I am going to do in the next version:
- Smoke and other effects for the lava
- A better visual for the jumppad
- A better visual for the portal
- The jesus and the angel are place holders for the moment, they will be replaced with detailed new meshes
- Fix the lightmap "bugs"
 

Thrallala

Wait, if you're here then that means...
May 11, 2008
446
1
16
36
Under the bridge downtown.
Played it, was very fun. I can see you put down a lot of time getting all of those trick jumps done properly. Graphically it's very clean, good use of colored lights and some interesting architecture. Most of the stuff I was gonna suggest for next version (25?) is already mentioned.

Some small stuff though, might just be me but the lifts had the default texture when I played the map. There was also no .ini file included in the zip file which means there was also no preview picture and no recommended player count. As far as the lighting goes, the light coming from the lava is well done and fits perfectly. However I couldn't help but to notice that there are no lamps/torches or whatsoever.

I also think that the whole map is a bit consistent when it comes to brightness, a few darker areas and some good looking shadows might make it more interesting.

That's all I could think of, keep up the good work!
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Played build 31 & damn, what a progress since my last tests !

I don't have much to comments, it play great (layout is truly a masterpiece) & it flow well.

There are certain place you need to look more,

- The jumpad near the bio that lead you to the sniper is problematic with bots. I kill bots a few time, they where going up / down in straight lines. Look like the jumpad is to close to the wall & the timing is to tight.

- When you collect the sniper, there is a large room just in front (you have a lift there with the tights), in that room, there is a big column in front of the tights, few times bots where jumping down the platform above the tights trying to go down the ground but where stuck in the column. Dunno if it's your pathing or the mesh collision but it is something to look at.

- Indeed, all lift are using the checkerboard texture.

- There was no ini in the archive so no player counts / preview screen. Since it's a beta, I presume it was intentional but since I didn't know the player count, I play against 5 adept bots & it was fine. They kick my *** lol

- I suggest you remove the link above the flak. Simply because you already have the link elsewhere & weapon in double for this map size is not my cup of tea. The enforcer could be there instead since it's a good opponent to the flak.

- There plenty of places around the map players can simply jump down into the lava. I was curious to see what would happen. The kill effect depending from where you jump / fall down isn't a good feature when the player actually die. I can see the map from other angle which shows areas you don't want the player to see like under mesh & stuff like that. Also, when falling down into the lava near the helmet, you end up in a water volume before actually die. I think you forget to remove it from a earlier build.

- I notice that ALL your material is using the default step sound which is the terrain. I suggest you assign proper sound on your material for a nicer experience. Your mesh are mainly rock & metal so I suggest you assign those specific sound to obtain a more polished map. I'm sure you know how to do that but if not I have a tut for that.

- The music isn't a bad choice but I was expecting something.......mmmm..... unique, special that fit the architecture better. Something "grandiose" with good vocal (voices like Romain era, not singing) instead of the common techy sounds. I mean that the architecture is old but clean, imposing, mythical even Gothic at a certain point. It's hard to explain, sorry :( The track from DM-Shrift by Genthly come to my head.

- Your meshes are superb & your material is very well made but definitively need some normal map to make it look much detailed.

- I also agree that while the lighting is very good, it need more darker areas to bring more contrast. The colors are fine imo, it's just lighted to much evenly & by lowering some lights, you will have even better shadows (which are already very nice btw). I did see some very bright spot on some ceiling but no light sources ??? Lamp, torches, whatever light source aren't there ?

In all, it's a great build. I'm very impress of this build. While I test all of them, this one is damn great.

Hope it help.

Keep it up :D
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
Ah, forgot to mention the not existing lamps/torches. They will be added in the next version.
The lift is just a very old placeholder and will be replaced with a new one. So showing default texture is not a bug.
No preview picture right now, since it will be a dynamic preview (like the one I did for PT4), i am going to add it when the visual is 99% done.
The recommended player count will be 4-6. And basically it's a map designed for TDM. So my recommendation will be 3 vs 3.
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
There are a few AI pathing bugs. That's what I need to eliminate. Not sure about the double linkguns, but I need something right at the points where the linkguns and the pistol are. The lava killing zones are buggy for the moment, because of the collision. Will fix.
The sounds of materials are just not added yet;p Don't have time for these "small" features right now.
I just chose one from the stock musics, so it's not good enough but I can save my time to seek a nice one, and keep the map file smaller, but if you have any good music to recommend (copyright free), I am happy to try;p
Most materials do have normal map now, I will keep tuning it for more details.

Thx! Your comments are always so helpful;p
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
There are a few AI pathing bugs. That's what I need to eliminate. Not sure about the double linkguns, but I need something right at the points where the linkguns and the pistol are. The lava killing zones are buggy for the moment, because of the collision. Will fix.
The sounds of materials are just not added yet;p Don't have time for these "small" features right now.
I just chose one from the stock musics, so it's not good enough but I can save my time to seek a nice one, and keep the map file smaller, but if you have any good music to recommend (copyright free), I am happy to try;p
Most materials do have normal map now, I will keep tuning it for more details.

Thx! Your comments are always so helpful;p

Well,

THX for the explanations :)

Since I dunno how many versions you'll publish before the final, I just wanted to point out everything that might help just in case ;)

As for the music, what I do for my map, I just take a track I like, edit the track with a pro soft & put it into the map. I now understand why you choose this track. BTW, some UT99 track can fit very well you know. I have all of them from the original GOTY in full uncompressed wav quality in case your interested & since Epic is the owner, it's safe ?

I'm happy to help you out, your works are truly a mapping lesson & quite enjoyable to play so by helping you out making the map hopefully better, I get a better map to play on :D
 

barballs

Packed with Unreal goodness
May 3, 2003
331
0
16
44
Arizona
www.redbrick.dcu.ie
Downloading latest version. Will get feedback to you over the weekend :)

Edit: Ok I couldn't stop myself so I did a quick run through and this is what I got.

[SCREENSHOT]http://www.pathnode.com/images/shot1.jpg[/SCREENSHOT]
it looks like the pillar got blown up or broke apart some how. The bottoms should be a little jagged too. But the main think I notice about all the places that have lots of concrete missing is the lack of debris. A chunk or two of concrete would we welcome to fit with the design.

[SCREENSHOT]http://www.pathnode.com/images/shot2.jpg[/SCREENSHOT]
[SCREENSHOT]http://www.pathnode.com/images/shot3.jpg[/SCREENSHOT]
Some texture alignment issues that you'll no doubt be all over :)

[SCREENSHOT]http://www.pathnode.com/images/shot4.jpg[/SCREENSHOT]

There are a few places where you have this cross. It seems naked some how with out some from of border even a thin 1 inch or 2 inch metal trim would be enough to make it seem more a part of the architecture.

The same applies for the windows in the concrete.

Other than that it's shaping up fantastic! This may just be the map to get my back playing UT3 again. I'm ashamed to say this is the first time I've opened UT3 in nearly 4 months. Have to re-install everything :(

Can't wait to see what you come up with next.
 
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moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
Thank you barballs!
1st picture, there is no debris at all in this map. The thing is if I added one for this broken pillar, I have to do the same for the other broken stuff, but it's meant to be clean and simple, so I will keep it that way.
2nd, 3rd pictures, they are fixed!
The cross, will do. Same for windows. Thanks for reminding me, I almost ignore these tiny things when it's coming to the final.
I am debugging the map. Fix the little glitches here and there, so will be very soon to see the next version.

I didn't play UT3 much too. After finishing this one, I have no idea if I will be mapping for this game anymore.

Thanks again!:p
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
Release candidate 1 is available for DL!

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