UT3 DM-Plaza - Massive, Action Packed

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Thrallala

Wait, if you're here then that means...
May 11, 2008
446
1
16
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Under the bridge downtown.
1. which places?
2. Yea...I was trying to figure out a good balance because the default maps always have their ambient sounds too low to hear...just turn down your ambient volume
3. I thought it was a good choice for a single vehicle to be in a map. If you think about it, it's actually the weakest of all the vehicles (except maybe the nightshade)...everything else can run something down quickly and is ultra maneuverable, and has a much higher rate of fire. With the amounts of health an armor in-game, I've seen bots survive a direct shot and just bounce away pretty often, which is still pretty funny...plus when you rumble outside with it you can take out a few people but it's balanced so that you still can't really hold onto it for how many angles people can get at you, and the link guns aren't in places where you can hide it too easily.
4. How so? There's one or two where the bots won't really understand them, but they open soon enough and aren't frequently used. I've seen them stay open a gap once for some reason, but that's throughout many playthroughs.
5. Why not? You realize UT3 is horribly fatalistic...max armor and health brings you roughly to the level of a standard FPS...you can survive a at least a little while with it, if you keep moving on to the next. Longer life=longer firefights=more fun. It's really just lame to spawn with a single enforcer, 100 health (which is means dead in a second) and just go to it...all 3 armor-sets are in front of a spawn point.
6. Might be your computer, what are your settings at?...there's an obvious way up but certainly not if it's all black...you gotta go underneath the path towards the LRC. It's meant to be sort of a slow down if you go into it...it's provides some cover in the center, and there's goodies down there, and to get out you have to move out of the center area as the downside for re-upping on armor and health.
7. Where at? It's not supposed to be realistic of course, but I thought the map stuck to a single style of lighting well...which part are you thinking of? Which area really stands out from another as being too weird?
8. The clock hands you mean? I think they balance the blue color that's on there well
9. Maybe...I prefer it more active, and in each area where they're at, they're meant to suit that area/add cover
10. Oh well...it's just not some people's style. Which areas do you think were over scaled? Which parts don't fit the range of the weapons given to you in that section?

Thanks for all the feedback...I don't take it personal...constructive criticism is a good thing. It'd be great if you'd elaborate on these points. Since it sounds like you're having some weird glitches on it...are you running at 5/5 on detail? That might work it out.

1. I'll see if I can get some screenshots to describe it tomorrow
2. Not that it is much work, but I don't change my ingame settings so that 1 map plays better ;)
3. I forgot to mention, but I'm pretty sure The Paladin is one main cause of overscaling in this map, it's a quite big vehicle and paths needs to be pretty wide in order to let The Paladin navigate correctly. If you shoot a player who haven't picked up any armor with The Paladin, it's insta kill :(. And it's really not hard to hit a player with it due to the area of effect damage from the projectile.
4. Well, I was standing near a door trying to get it to open but it wouldn't however, it opened when I tried from the other side of the door.. Could be intended though, you tell me :)
5. Well, I guess you have a point here. Let's call if my personal preference or something ;)
6. I had my settings @ 3/5 and 800x640 resolution, I'll see if it works better on my other computer
7. I'll take some screens of that aswell tomorrow
8. yeah, thats what I meant, I think it's kinda overly bright.
9. Also a presonal preference I guess.
10. As previously mentioned, I'll get some screens. However, I'm not really a genius when it comes to gameplay I'm really more into graphics.

Glad that you didn't take my comment personal and that you're willing to accept feedback that isn't entirely positive :)
 

Lungri

New Member
Jun 10, 2008
154
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0
3.The map was designed around the players weapons, not the paladin's path...it's actually made to be tougher for the paladin to get around...the little light cones in the LRC, stairs, narrow turns, water...Yes it's deadly, but it's supposed to be...and you can get taken out quick in it...it's pretty balanced...you're saying regular weapons aren't ultra-fatalistic? You can 1-hit someone with a Rocket launcher if they have no armor...that's why it's all over the place
4. How long did you play this? They're not automatic doors...they cycle every 30 seconds to change the physical layout of the map.
5. If I Could have made 1 bit of armor fill you up I would have...I thought it was a good choice by epic that each piece just fills up that slot though, not juts gives you a flat amount.
6/7 Yea, that sucks if the water doesn't work...I'd think that would be the place where you'd have issues with the colors, but if you can't even see it...I can't imagine..
8. Yea...supposed to be a neon feel/area, and the clock tower needed to stand out from the rest of the map
9. play it TDM if you aren't...DM isn't as good...the power-ups make good background in Teams though
10. Yea, let me know...though the scale is large, every area fits the weapons, and everywhere you're able to move around quickly, despite the visuals...even getting from section to section doesn't take much...the gameplay is what games are about...as with this map, but even then...the visuals are sharp...good mesh work, it just may not be your taste in colors. Out of curiosity, what are your favorite games, if you're graphic-inclined?

Thanks for all the feedback...good to hear what people think.
 
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Thrallala

Wait, if you're here then that means...
May 11, 2008
446
1
16
36
Under the bridge downtown.
3.The map was designed around the players weapons, not the paladin's path...it's actually made to be tougher for the paladin to get around...the little light cones in the LRC, stairs, narrow turns, water...Yes it's deadly, but it's supposed to be...and you can get taken out quick in it...it's pretty balanced...you're saying regular weapons aren't ultra-fatalistic? You can 1-hit someone with a Rocket launcher if they have no armor...that's why it's all over the place
4. How long did you play this? They're not automatic doors...they cycle every 30 seconds to change the physical layout of the map.
5. If I Could have made 1 bit of armor fill you up I would have...I thought it was a good choice by epic that each piece just fills up that slot though, not juts gives you a flat amount.
6/7 Yea, that sucks if the water doesn't work...I'd think that would be the place where you'd have issues with the colors, but if you can't even see it...I can't imagine..
8. Yea...supposed to be a neon feel/area, and the clock tower needed to stand out from the rest of the map
9. play it TDM if you aren't...DM isn't as good...the power-ups make good background in Teams though
10. Yea, let me know...though the scale is large, every area fits the weapons, and everywhere you're able to move around quickly, despite the visuals...even getting from section to section doesn't take much...the gameplay is what games are about...as with this map, but even then...the visuals are sharp...good mesh work, it just may not be your taste in colors. Out of curiosity, what are your favorite games, if you're graphic-inclined?

Thanks for all the feedback...good to hear what people think.

3. Yeah, it was indeed abit difficult to navigate the paladin in some places and yes. regular weapons also does alot of damage but while in the paladin you also have alot more hp and the shield ability (which ofc does not work in alot of places due the it being to tight :)
4. OK, I didn't realize that. (played the map for about 45 minutes, DM with 31 bots)
5. Ok (sorry no comment here) :p
6/7. I'll try on my real computer and not on my laptop :)
8. Ok, I can see what you mean
9. Will try it in TDM next time.
10. My favorite games... hmm well, I don't really play games that much due to my level designing interest. But I guess I like UT3, WC3, GoW, Flatout2 (lol), my friends don't have computers that can handle newer games with graphics such as UT3 so when we play LAN, we play older games (WC3, Flatout2, UT99, CS, Liero *j/k* etc.)
 

Lungri

New Member
Jun 10, 2008
154
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3. Yea...so wouldn't that mean you don't actually have much shield ability? :p things like that were on purpose...Intentionally it isn't a juggernaut...you can just walk up to it and dance around it to blow it up, or get at it from all kind of cover above or below that it can't hit, even with the splash...I've never survived that long in one, and bots haven't either when I'm involved, but it works as it should...it's sort of like UDamage only more charge-into-battle. And it really is like the weakest vehicle when fighting people on foot...even the scavenger has speed and maneuverability, and can just walk over something to squish it.
4. It's really really intended for Teams...DM is kind of mindless I think
10. Hmm...I remember UT99 being pretty colorful :p

Thanks again for the feedback...give it a try 32 player TDM...it's got a lot of sort of complexity to it that is lost on DM, but I bet you could get into it.
 
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Unknown Target

New Member
Jan 22, 2008
264
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Dude, learn to take criticism. Seriously, that's one thing that pisses me off is when people post a piece of art, someone says that they don't like it, and they freak out. I hate to say it but not everyone is going to like your stuff. I also agree that the map is too psychedelically colored, it looks like someone vomited Technicolor all over it. And I'm only saying that in a mean way because you were such a d-bag earlier in the thread.
 
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Lungri

New Member
Jun 10, 2008
154
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I actually like criticism...and really don't care if Alex knocks it...his mind was made up before he played it...I think my responding to actual worthwhile criticism stands for itself, feedback is a good thing...chill out...

Aside from color, do you have anything to say about it? Did you play it? Or do you just wanna be a dick about it. :rolleyes: Criticism and insults are two different things. It's not gonna be most people's style, but I love it, people who appreciate cool colors in their games will, and the judges might think it's worth something too.
 
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PsyXandeR

Member
Aug 5, 2005
696
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W00ting himself on CTF-AllYourW00T
I don't mind criticism...and really don't care if Alex knocks it...his mind was made up before he played it...I think my responding to actual worthwhile criticism stands for itself, chill out...

As far as lighting was concerned, yes I did make up my mind before playing. As for other stuff, I did that after actually playing it. As for whether you accept it or deny it - I don't care. If you don't want to, that's fine. It's your map after all. Moving along.....
 

Lungri

New Member
Jun 10, 2008
154
0
0
I accept it fine...I'm sure there's going to be lots who think it's oversized, or too colorful, I could have called that while making it, but it's just how I wanted it, atmosphere, size and all. I'm not taking it as direly serious as Target here seems to think...I just think it's ridiculous to go on and on about something without trying it, but thanks for eventually playing it, and responding once you did.
 
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SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
I would recommend minimum 20 players in here, but author recommends a lot more with the great flow, connectivity and general gameplay. Lots of stuff going on in here with gryphon fountain, shooting water, streams, distorted stained-glass, armor pickups with plenty of other pickups everywhere, totem poles, different colored street lights, oriental building, cityscape, gyroscope, ramp-pickup rooms, Liandri control room, the clock tower, and lots of other things. Be careful in water and watch out for small pickups rooms that can trap you. There should be more ways of getting out of the water and get rid of slow fields, but I like the sounds and all the colors (it’s makes for a very different map compared to the standard grays and browns).