UT3 DM-HardFall

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SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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All right, let's see what RC1 looks like...this had better be worth all the hype. I may get RC2 from you if I feel it's better than I'm expecting.

EDIT: Wow, it IS a great skyscraper rooftop battle...almost as good as DM-Sulphur used to be. Love those sky-high maps. Keep 'em comin.
Almost reminds me of some certain rooftop fights I had in GTA IV and Saints Row 2 (different story).

I was surprised to learn that the map had hype. :) and I'm glad you like it.

Right now I'm trying to get a final build for RC2 that I like. The swaying trees cause the shadows to fall differently every build, so I have to build several times to get it to look like I want.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
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DM-HardFall-RC2 is here

This should have everything that will be in the final release, including a readme with a good bit of technical information. Please let me know if anything is missing.

Here is a copy of the readme.

Code:
DM-HardFall-RC2
-----------------------------------------------------

A Level for UT3.
This is a release candidate but not yet the final release.


=====================================================
General Info
-----------------------------------------------------

Title: DM-HardFall-RC2

Filename: DM-HardFall-RC2.zip

Author: Jesse [SuperAlgae] Banet

Email: [email][email protected][/email]

Release Date: 2010 Jan 20

Version: 1.0.0 RC2


Compatibility: Any version of UT3. This does not require any bonus packs.

Suggested Player Count: 6 to 12 for DM. For Team DM, 10 to 18 is more
reasonable.


Credits:
Thanks to the people on the 3D Buzz and BeyondUnreal forums for feedback
and help.


=====================================================
Story
-----------------------------------------------------

Thanks to some seats Liandri acquired on the local antiquities board, they
were able to gain rights to a historic building in sprawling downtown Akron.
Its rooftop garden along with adjacent buildings made a perfect opportunity
for some cross-rooftop jump-pad madness. But if you don't like the idea of
flying across urban canyons, don't worry. The rooftops have plenty of less
precarious areas as well.


=====================================================
Author's Comments
-----------------------------------------------------

This is a release candidate of DM-HardFall for the purpose of community
testing and feedback. If no significant issues are found, then this will
become the final release with little or no change.

The story describes a future where the small towns of today have become
massive cities. In regard to the "historic building" at the center of the
map, I designed it to have a rooftop garden like something more generally
found at ground level. Perhaps it was once a park occupying valuable real
estate, and when the space was needed, the park was preserved by placing
it atop the new building constructed there. Of course, under the the
Liandri regime, preservation of landmarks now takes a lower priority.

There are two buildings whose rooftops can be fully traversed and two
others with small areas accessible. The two primary buildings are the
historic "garden" building described above and a smaller building referred
to as the "radio" building due to a radio dish and antenna on top. The main
play areas get a lot of traffic, but there are also a lot of more isolated
areas including small ledges around the garden building. The major power-ups
are the U-Damage, Berserk, and Shield Belt. Getting the U-Damage is
straightforward, but it requires two double-jumps (similar to DM-ShangriLa).
The Berserk is isolated on a small ledge. The Shield Belt is on a rafter
that is accessible in three different ways but none of which are obvious.

This map was started as an entry for the 3D Buzz UT3 Old School Contest.
The goal was to create a map using only stock assets. They wanted to show
that high quality, unique maps could still be created for UT3 in the way so
many were done for the original UT-- using just the Unreal Editor with no
expertise required in external tools. By the deadline, I had gotten a lot of
work done but not enough to release. Once I was no longer on a short
schedule I went back and added a lot more detail to the map. I have been
working on the map on and off for more than a year since then. In the end, I
am glad I did rush it, because the map is much better for it. Even though I
did not complete the map for the contest, I stuck to the original guidelines.
Except for a couple basic textures (like the preview screenshot), everything
was created using only the Unreal Editor and stock assets.

I wanted to create a map with more of an original UT feel than most UT3
maps. This meant more BSP and heavier use of cast shadows (a strength of
BSP). However, I did not abandon the strengths of the UT3 engine. The map
contains more than 2000 static meshes and many customized materials.
There is a lot of deco, but it does not cover every inch of space. The map
has a cleaner look than most stock UT3 maps. This was surprisingly difficult
at times given that this is an urban map, and those stock assets tend to be
heavily grungified. If you like the look of the map but find it looks
nothing like UT3, then I am happy with that result.

The following forum threads follow the map's creation.

[url]http://www.3dbuzz.com/vbforum/showthread.php?t=167492[/url]
[url]http://forums.beyondunreal.com/showthread.php?t=180996[/url]


=====================================================
Technical Notes
-----------------------------------------------------

These are distinctive technical elements of the map. Some of this is also
covered in the threads linked above.

- BSP BSP BSP -
As mentioned above, this has a lot of BSP for a UT3 map-- 1386 brushes to
be exact. I have been impressed with how well UT3 handles large amounts of
BSP. For a game that focuses so much on static meshes, the BSP engine is
very robust. I have hit none of the BSP hole issues I remember from my days
of UT1 mapping. The biggest problem I have hit is that BSP cuts sometimes
create hard edges in the light/shadow maps. By playing with the brush order
I removed most of those, and I covered the remaining ones with various
static mesh deco.

- Extra Sunlight Channels for Contrast -
Early on, I noticed that the effect of sunlight on BSP looked very flat. Any
surface getting light from the sun seemed to be about the same brightness
with little variation for of angle of incidence. Maybe this is realistic,
maybe not, but it looked bad regardless. The best way I found to fix this was
to create a couple extra copies of my sunlight source on special channels
with varying brightness. In addition to the base sunlight (on the usual
channels), surfaces facing more directly toward the sun have an extra
channel enabled to brighten them. To achieve this, I manually set extra
channels on about a third of all my outdoor BSP surfaces.

- Radiosity -
In the real world, light bouncing off a surface lights up the area around
it. This is particularly true if the light source is bright as with sunlight.
Since this effect is not modeled by UT3, it is common for map authors to
place dim lights on brightly lit surfaces to approximate the reflected
light. With so much of DM-HardFall bathed in high-contrast sunlight, I use
more than 350 such "bounce lights". This gives a realistic effect of light
"filling" the space. To help avoid undesired lighting artifacts, I use 89
degree spotlights rather than regular point lights. I also enable only the
BSP and Static channels to minimize any performance impact.

- Light-Catching Dust -
The rear hallway in the lower level of the radio building has has a moving
dust effect. In addition to the usual light cones, there is also a subtle
dust/fog effect through the rest of the hall. I used a grid of sheets with a
material that disappears at shallow angles and as you get close. I also used
DepthBiasedAlpha to prevent hard edges where it intersects geometry.
These techiniques are pretty common, but my implementation differs in that
it actually catches the light by using the diffuse and transmissive channels
rather than just being emissive.

- Custom Materials -
It may not be obvious, but DM-HardFall contains 77 customized materials and
24 material instances. Some are just tweaks of stock materials, and some
are more ambitious. All textures used are stock, with the exception of one
reflection map and one sine wave. I use the sine wave texture in a couple
corrugated metal materials instead of using a Cosine expression with
TextureCoordinate input. The advantage is that the mip map levels of the
texture reduce moire effects as compared to using an expression.

- Kismet Traffic -
If you look at the streets below the play area, you will see moving traffic.
There are a dozen cars driving in various loops. I kept the number small to
avoid potential performance impacts. Also, despite appearances, the cars are
not lit by the map's normal sunlight (directional lights). Enabling the
dynamic channel on those hurts performance too much. The cars are
actually lit by smaller-radii dynamic lights placed above the road.

- Kismet Sound Enhancements -
In addition to the 260 ambient sounds in the map, there are also some
kismet-triggered sound effects. The jump pad to the shield belt sends the
player flying over several rafters. Via kismet, you hear a whoosh sound as
you pass each one. Another jump pad sends the player high into the air to
land in water on the opposite side of the map. When entering the water at
high speed, kismet creates a louder, more convincing splash sound.

- Meshes Built in the Editor -
As mentioned above, I stuck with the guidelines of the 3D Buzz contest and
created no content outside the UT3 editor. This means I have no externally
created meshes. However, I did create some custom meshes within the UT3
editor by converting from BSP. This is not an ideal way to create meshes,
and the conversion process has some problems with rotated materials, but it
can be done. A good example is the lift in the radio building.


=====================================================
Installation
-----------------------------------------------------

Unzip DM-HardFall-RC2.zip

Move all files into C:\Documents and Settings\YOURNAME\My Documents\My
Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

If the directory does not exist, create it manually.

Type "open DM-HardFall-RC2" in the console, or select the level in a
multiplayer/instant action game.


=====================================================
Copyright / Permissions
-----------------------------------------------------

This level is copyright 2008-2010, by Jesse Banet.

Authors MAY NOT use this level as a base to build additional levels without
explicit permission from the original author.

ANY bug fixes, fixes, changes, and tweaks may only be implemented by the
author. No other person or party is allowed to release a modified version of
this map without the author's permission.

You MAY NOT charge any money for this map or any of its embedded
content.

You MAY distribute this level through any electronic media (internet
(web/ftp), FIDO, local BBS, Magazine coverdisk etc.), provided you include
this file.

All other trademarks and trade names are properties of their respective
owners.

-----------------------------------------------------

I switched from using mediafire to dropbox for hosting the file. This gives a direct download link and no pop-ups. I will also upload the final version to strategyinformer.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
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FYI, I'll be updating the readme with more specific credits. I've gotten a lot of help from people that is not well covered by what's in the readme currently.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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I just noticed this morning with RC2 that the cars appear to be a bit transparent, so I can see the far side tires through the body of the car.

Good eye! I checked RC1, and it was always like this, but I only notice it when I zoom in with the sniper rifle. It seems to be related to the cars being interp actors. I have a few cars at one intersection that are just static, and those seem fully opaque. However, I cannot find an exact cause or a solution. Luckily it is something most people would never notice, but I'd still be interested if anyone has an idea why this happens.

While looking at my settings for the moving cars, I noticed a few things I should probably change... for example, making the matinee sequence client side only. By the way, has anyone played the level online? I've only been able to play local games, so there's a pretty big hole in my testing. I probably would not have another full release candidate for something small like a few matinee changes. I'd just make the changes in the final release as long as I can verify that everything works okay online.
 
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stevelois

Member
Aug 31, 2009
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stevelois.com
RC2

Did a quick run but the game crash after 2 mins ? So I don't know if it's caused by the map or my system. I have few crash lately so take this as a grain of salt.

Have some tiny things to suggest :

- Collisions on the 2 bamboo trees near the pool are active. I collide with those 2 trees.
- On the small building roof, can you move the rocket ammo a bit from the wall (like 32 uu), it's to close to the wall imho, doesn't feel right.
- The shadows on the building roof are a bit harsh (don't know how to explain it better, sorry). I dunno at what resolution the BSP is set but I fell it can be much crispier. It feel to be set at 8-4 but for certain areas like the udamage & the pool, it can be set to 2 - 1.
- The interior panel on the wall in the small building near the flak ammo seem to be lighted but there isn't any light & other panels like that aren't lighted ?

I'll try to play more with this release. I hope it won't crash again.

There is plenty of nice little touches here & there. Dynamic lighting, movers (like cars), etc. Some are subtle but I saw many of them. I don't have issue with less opaque cars & other things that 99% of people won't never notice or doesn't impact flow / gameplay but fortunately I can't help you on that small detail.

For online testing, ask 1xtreme or Blitz on Epic or UOF forums, they do regular online fights so they will give you some great feedback on that & other things if required.

It shows you work on this map for a long time, it's a big winner imho. Everything look & feel right, very well balanced :D

Later.
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
OK, I have to admit that tonight was the actual first time I tried this map and I tried RC2. Is there a way to jump to the street below without dying? If there isn't, then there should be; if so, then I'll figure it out. Also, I can jump from the Garden building to the Radio building, but when I try to jump back to the Garden building and go real high and land then I die. Shouldn't you only die if you fall a long way to the street below? Why make the really high jump, if you can't land it and survive. Everything else with the looks and the gameplay are fine with me.:)
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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Did a quick run but the game crash after 2 mins ? So I don't know if it's caused by the map or my system. I have few crash lately so take this as a grain of salt.

I hope that's just a fluke.

- Collisions on the 2 bamboo trees near the pool are active. I collide with those 2 trees.

I actually have blocking volumes there. The trees a big enough that it would seem odd to walk right through them. Maybe I can just reduce the blocking volume size.

- On the small building roof, can you move the rocket ammo a bit from the wall (like 32 uu), it's to close to the wall imho, doesn't feel right.

Sure, that's no problem. When I decided to turn the ammo vertical, I moved it closer to the wall, but the vertical orientation works fine further out too.

- The shadows on the building roof are a bit harsh (don't know how to explain it better, sorry). I dunno at what resolution the BSP is set but I fell it can be much crispier. It feel to be set at 8-4 but for certain areas like the udamage & the pool, it can be set to 2 - 1.

The lightmap res for most of those areas is set to 8 or 16. I tried to go with no finer res than necessary to keep the lightmap size down. Would other people also like to see a build with crisper shadows?

- The interior panel on the wall in the small building near the flak ammo seem to be lighted but there isn't any light & other panels like that aren't lighted ?

My intention was to imply the panel had a light inside of it (a small one built in to light the panel), but maybe it does not come across like I expected. My purpose for it is to light the nearby pipes and tank. I try to have sources for all my light, but in this case maybe I should just light the area and not worry exactly where it comes from. It's a dimly lit area anyway.

It shows you work on this map for a long time, it's a big winner imho. Everything look & feel right, very well balanced :D

Thanks. My plan was to have the final release next week, but if I make some of the changes above, I'll do a third release candidate first. Given how much effort I've put into it, I don't mind taking a little more time to get it right, as long as I don't drag it out so long that people lose interest (assuming they haven't already :) ).
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
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OK, I have to admit that tonight was the actual first time I tried this map and I tried RC2. Is there a way to jump to the street below without dying? If there isn't, then there should be; if so, then I'll figure it out. Also, I can jump from the Garden building to the Radio building, but when I try to jump back to the Garden building and go real high and land then I die. Shouldn't you only die if you fall a long way to the street below? Why make the really high jump, if you can't land it and survive. Everything else with the looks and the gameplay are fine with me.:)

The high "sky" jump lands you in the pool of water at the other side of the level, but it has some air control, so you can easily push yourself off course if you hold down movement keys while in the air. The advantage of the air control is that if you tap back just a little, then you can barely grab the shield belt off the rafter above the pool (while still missing the rafter itself and landing safely in the water).

There are also three other jump pads back to the garden building. Two are on the radio building ledge that faces the garden building. One of these is direct, and the other first sends you to the berserk ledge via a jump off a steeple. The one other jump pad back is on the roof line of the gothic building. It leads directly to the shield belt rafter (no air control tricks necessary).

There is no way to fall to the street and live. I have kill zones to make sure of it, but even without those the fall is long enough that you would only survive if you loaded up on health and armor. While it might be neat to run around the streets, the level is not built for that. At least it is not as bad as levels like ShangriLa where falling 10 feet into water kills you :rolleyes:.
 
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stevelois

Member
Aug 31, 2009
181
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stevelois.com
A little something I forgot in my last post.

You put a small pile of rocks near the brick wall. It's not far from the RL launcher base. It just don't fit, there isn't any rocks anywhere so I suggest you get rid of that mesh.

About lightmaps,your map size won't be much bigger even with LM of 1-2 on certain spots. I test that in all my maps from 32 to 1 & the map don't increase by much. Ofc, if you set all surfaces to 1 or 2 it will be much more bigger but only on certain spots, it won't be to much bigger. Also, your materials will look much better. But your the boss ;)
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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About lightmaps,your map size won't be much bigger even with LM of 1-2 on certain spots. I test that in all my maps from 32 to 1 & the map don't increase by much. Ofc, if you set all surfaces to 1 or 2 it will be much more bigger but only on certain spots, it won't be to much bigger. Also, your materials will look much better. But your the boss ;)

I tried making the light maps sharper by one level or so. The increase in file size is only about 1 or 2 MB for the cooked map (about 4 or 5 MB for uncooked). That does not seem too bad.

You put a small pile of rocks near the brick wall. It's not far from the RL launcher base. It just don't fit, there isn't any rocks anywhere so I suggest you get rid of that mesh.

Yeah, I was never fully happy with that spot. I put the rocks there along with the vines to help cover up a BSP cut in the light map. If I sharpen the shadows, I think the cut might not show up anyway, and I can just remove them. I have some similar rocks near the shock rifle, but they seem to blend in better there.

Sorry for the delayed response. I just got back from skiing for the past few days. :)
 

stevelois

Member
Aug 31, 2009
181
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stevelois.com
Glad to help m8.

It's like I told you, increasing LM on specified surface won't increase file size to much :) Anyway, your map isn't big at all so why worries lol

Don't worry, there is no need to apologize, we all have our RL things ;)
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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This week is the first time I've worked on this in about a month. After making the shadows sharper, I fixed a few places where I had shadowing tricks that were no longer sufficient. My one remaining issue is that after sharpening the shadows some shadow map artifacts have shown up. Notice the thin bright line on the floor in the center of each shot below.



This happens at the edge of some BSP surfaces. It looks like when a shadowed area gets placed next to a bright area in the shadow map, viewing the surface at a low angle can cause the shadow mapping to incorrectly show that as a bright edge. Since it is a thin bright line in a dark area, aliasing effects make it flicker and stand out more than it otherwise would.

Does anyone have experience with this issue? Any ideas on how to correct it?
 

stevelois

Member
Aug 31, 2009
181
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stevelois.com
I already had that problem & the only way I found to resolve it was by deleting the brushes & redo them & change the order after.

Dunno why but increasing LM can do that sometime, pretty annoying :(
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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I already had that problem & the only way I found to resolve it was by deleting the brushes & redo them & change the order after.

Dunno why but increasing LM can do that sometime, pretty annoying :(

Thanks for the input.

Using a finer LM resolution makes the world size of one pixel in the LM smaller, so the margin between adjacent parts of the LM is effectively shrunk. I think that is why it causes this. What artifacts show up is largely just chance in how things are laid out in the shadow map. Changing the brush order can influence that, so shifting the order can help, but it can also cause new artifacts to show up someplace else (whether due to LM edges or BSP cuts). I'll have to experiment some more. Unfortunately, with all the lighting calculations, it takes 15 minutes for my map to build.

In general, I find that UT cuts things too close in the light map. There are a lot of issues with BSP cuts and surface edges that could be avoided if UT would just give itself a little padding. Sure, it might require a little extra build time and a little more shadow map memory, but I would gladly make that trade-off.
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
Looks like you're getting most of the issues ironed out, so I'll post my comments now. The sky and the city view look good, except for the strange blue hole in the sky straight up; also good lighting and shadows. I like bouncing back and forth between the two buildings and I think I finally figured out the jumps. I like fighting on the one side (vegetative overgrowth that looks good) but not the other (tight inside). On the one side, the pool seems a bit hard to get out of. On the other side, the inside area seems a little too tight and cluttered. The bots play this map decently.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
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Thanks for the feedback SkaarjMaster.

The sky and the city view look good, except for the strange blue hole in the sky straight up

Is it a small blue dot that you see? I had never noticed it, but I checked it out, and there is small glitch with the stock skybox texture. I'll see if I can alter the material to fix it.

I like fighting on the one side (vegetative overgrowth that looks good) but not the other (tight inside).

I purposely made the two sides opposites (open, bright and lush -vs- tight, dim, and industrial), but I also favor the garden building. My visceral reaction is that the radio building is uncomfortably tight, but that is intentional. If I force myself to go there, it actually plays OK.

On the one side, the pool seems a bit hard to get out of.

I don't have much trouble getting out, but I have noticed that the bots have some trouble with it. A little difficulty seems acceptable since entering the water is meant to be a risk, but I could try adding some steps if it's a problem.