UT3 DM-Mardarth_Mines [PC][BETA][PICS]

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M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Updated: Beta 4
See first post for details.
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Changed PP in some areas to be less obtrusive.

Changed map lighting.
-Increased overall brightness of the skylights
-Changed the "atmospheric lighting" i.e added more spot lights and directional lights to create a more realistic sun lit scene, and increase brightness.
-Added more lights aroung the map in general, to make the lighing more intresting, and to bring out detail better.

Removed 641 meshes (not noticeable dont worry) and done a general clean up mesh wise.
-Changed design of the teleporter room on mining tower (its now a teleporter balcony; more space and less meshes and has a nice view over to the garage yard)
-Changed other minor designs, primarily on mining tower.

Changed Layout on the mining tower, the elevator hallway by the storage halls now only connects to the storage hall and not back to the mining tower, but players can now jump from the elevator hall down to the generator tower and also from the mining tower down to the generator tower.

thats it i think.
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This could be the final.
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Yeah, i purposefully had it so the bots didnt go for the redeemer, you see with the redeemer; in terms of risk vs reward there isnt really a proper risk like slime or something instead i put it in a place far from the main points of the map so not much people will be around there, in a match with lots of players this will mean that if you take the time to go out into the garden part to get the redeemer your going to be like practically out of the game for a significant time as you go get it and come back (so your not getting any frags like), also theres the fact that its in a narrow area and theres a flak cannon near by.
Obviously bots wont understand the risk so they will go for the redeemer no matter what, whereas a human player wouldn't. Also the redeemer is placed in a hidden area un-visible from anywhere in the map, so players arent going to know if it has spawned yet and wheteher they should take the time to go and check, but bots just know when its spawned so its unfair. I dont know, maybe ill just put the paths in, i have some collision to fix so i might as well do that while im at it maybe.
Daaaaaamn this map looks good; downloading now and will give it a spin later. It reminds me a lot of Dead Space for some reason.
Have you played it yet? any feedback?:shy:

ANd does anyone know for the MSUC, if you make changes to your map and you want to replace the one first one you submited, do you just like submit it again, and it automatically replaces the old version or what?
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Yurp, well im probally gonna change it, that was just my original view of it but, its probally best that i path all the map.
Do you know anything about resubmitting MSUC entries? :p
 

Bazzwano

Hi, I'm Bryan
Jan 20, 2008
604
0
0
39
New Zealand
"you may resubmit your Submission up to three (3) times prior to the close of an evaluation Phase. The mod submitted prior to and closest in time to the close of the Evaluation Phase Submission Deadline will be considered for that particular Evaluation Phase"
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Thanks Bazz :)
New version: (mostly aesthetic changes)

>Changes From Beta 4
-Added 2 more directional lights, and lots more spotlights to simulate sunlight.
-Added volumetrics as rays of light from the sun
-Added more fog volumes for atmosphere
-Added lots of dim bounce lights
-Added meshes in some areas and delete meshes in other areas, you know just generally improving things i wasnt happy with.
-Added bot pathing in the garage yard so bots can get the redeemer
-Little bit Larger file size but i found i got better frame rates because i realised i had a few point lights set to dynamic by mistake, which are now fixed.
If you getting lower fps than with Beta 4 then post your outrage here.
Beta 5 (Final?):
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp-1.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp2.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp3.jpg[/SCREENSHOT]
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[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/mappp4.jpg[/SCREENSHOT]
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Sh*t sorry i uploaded the old version by mistake. Ill have to upload the right one.
:p
 

Fluorescence

New Member
Feb 19, 2009
102
0
0
32
Berkshire, England
it looks amazing :) Although im not able to play this, but looking at the first screenshot it looks like the bridge is not realistically supported enough, as if it could do with a brace underneath it to add to the realism.. really minor point which you have probably thought of already :) didn't want to just give empty praise, it is AMAZING, but wanted to find a little thing to critisize aswell :)
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
I guess Beta 5 (final) is the final then. The preview shot is a little blurry, but I like the creepy setting/atmosphere with the high wind, ambient sounds, landscape, water, mine area and music. The green pools, black smoke and trees really fit in also. It's a tricky layout and it's tough to move around, but the map is still fun. Either the bots are good or 18 players is too many for this map or for me to handle.;) Not too dark and I don't have many of the PP features activated.