UT3 HOLP3 Volume 2 Released!

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Hazel.H

Member
Jan 15, 2004
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[screenshot]http://img.photobucket.com/albums/v497/Slainchild/HOLPLogo.png[/screenshot]​

The aim of HOLP is to provide Unreal Tournament 3 levels with high quality gameplay and performance, and oldskool UT visuals. This pack is not meant to rival the graphics found in the retail UT3 levels, using limited bloom, normal maps and clutter.

HOLP3 Volume 2 contains the following 12 maps for UT3:

CTF-Compression by Sjosz (8 - 10 players)
[SCREENSHOT]http://img223.imageshack.us/img223/5576/ctfcompression.jpg[/SCREENSHOT]

CTF-Delude by Mclogenog (4 - 6 players)
[SCREENSHOT]http://img12.imageshack.us/img12/219/ctfdelude.jpg[/SCREENSHOT]

CTF-Lapse by Slainchild and Hazel.H (6 - 12 players)
[SCREENSHOT]http://img34.imageshack.us/img34/6587/ctflapse.jpg[/SCREENSHOT]

CTF-Lime by Sefyra (4 - 8 players)
[SCREENSHOT]http://img223.imageshack.us/img223/7017/ctflime.jpg[/SCREENSHOT]

DM-Azul by Hazel.H (2 - 4 players)
[SCREENSHOT]http://img223.imageshack.us/img223/3912/dmazul.jpg[/SCREENSHOT]

DM-Ith by milb (3 - 6 players)
[SCREENSHOT]http://img202.imageshack.us/img202/9087/dmith.jpg[/SCREENSHOT]

DM-Psi by Mclogenog (2 - 3 players)
[SCREENSHOT]http://img203.imageshack.us/img203/8103/dmpsi.jpg[/SCREENSHOT]

DM-Remorse by XYZ8000 (2 - 4 players)
[SCREENSHOT]http://img223.imageshack.us/img223/8572/dmremorse.jpg[/SCREENSHOT]

DM-Tumult by Daze (2 players)
[SCREENSHOT]http://holp.beyondunreal.com/screens/DM-Tumult.jpg[/SCREENSHOT]

DM-Wounds by Ignotium (6 - 12 players)
[SCREENSHOT]http://holp.beyondunreal.com/screens/DM-Wounds.jpg[/SCREENSHOT]

DM-Z by Cr4zyB4st4rd (2 - 6 players)
[SCREENSHOT]http://img269.imageshack.us/img269/9959/dmzd.jpg[/SCREENSHOT]

WAR-Flux by Cr4zyB4st4rd (8 - 12 players)
[SCREENSHOT]http://img34.imageshack.us/img34/8465/warflux.jpg[/SCREENSHOT]

Download the pack (.zip archive 331mb):
Beyondunreal Fileworks (don't use the GameWorldNetwork link for now, it only seems to have mirrored part of the file)
nuky.geektips.org
FilePlay

Check out the previous HOLP packs at our website: http://holp.beyondunreal.com/


The HOLP packs are available on the two servers below, as well as those on our servers page. Don't forget we meet up every Friday around 8pm (UK time) for fun and games! :)



 
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Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
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P'Boro, UK
\o/

Expect the volume 2 maps on the two holp servers above sometime tomorrow :) (or today whatever :D) (aka sunday)

The CTF & Greed server will now run Warfare aswell for WAR-Flux, i will update this post when they are added, however you can play all the previously released ones right now!

Another mirror:
http://www.fileplay.net/file/6320/holp3-volume2
 
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Poker

Anus Retentus
Apr 17, 2006
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Got 'em up here too for NAers, been enjoying them all day ... :D




Thanks guys, great work
 
Nov 4, 2001
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The Kitchen
Feedback time! :)

First off, all these maps look really fantastic and clearly have had a lot of attention paid to them, so I commend everyone's efforts (and everyone who has made other HOLP maps in the past, the overwhelming majority of which are awesome). But this time, though, I gotta say, I'm pretty disappointed so far with the DM maps. I haven't played them all (still need to try DM-Tumult and DM-Wounds), but only DM-Azul and DM-Psi are really worthwhile in my experience. The others rely way way too heavily on jump pads, have bad layouts that are awkward to navigate, have too heavy a reliance on gimmicks like lift jumping to simply move around, or all of the above. DM-Z in particular is really bad about this, and it has a few places where bots get stuck trying to grab items, which also makes it not worth playing offline. DM-Remorse and DM-Ith are nearly unplayable due to all the jump pads; way way too much z-axis confusion, and jump pads only make it worse because they leave you in the air far too long, making it reeeeeally easy for someone to snipe or flak you midair. I even get hit by rockets from long range while airborne due to jump pads. It's just annoying.

Please guys, do more maps like HOLP 1 and 2 and 3 Vol 1 without so much reliance on z-axis gameplay. Or, rather, if you're going to focus on z-axis, don't do it like DM-Ith or DM-Remorse where jump pads are the primary vehicle for it. DM-Gritt is fantastic and has plenty of good z-axis, and it doesn't have a single jump pad anywhere in sight. DM-Integrity makes very good use of jump pads (the few it has) by placing them out of the way in areas where you are unlikely to get killed while airborne. DM-Oxidized is another winner that doesn't rely on jump pads. DM-Eluded is quite possibly one of the best DM maps I've ever played in UT3, and it only has a few pads where absolutely necessary. DM-Faze is a really tough map against bots for some reason, but it flows really well like many of the others. Precision, Echelon, and Chizra are also superb maps that don't have layout problems. Noca, Subterrane, and Flustered also use jump pads well or not at all.

I really am glad to see mappers keep making stuff like this, but never forget that if you are making a DM map, the gameplay (and flow) is critical and absolutely the single-most central aspect of the map. If you make something unconventional, be absolutely sure you make it smooth and fluid. My main problem with these new DM maps is that they are too difficult to navigate, especially in combat, and especially against bots. The jump pads slow movement down at critical moments, narrow ledges are easy to fall or get shot off of, confusing layouts and unintuitive placement of ramps and lifts make elevating yourself tricky, etc. Avoid these things and look more to the maps that don't rely on gimmicks for fluidity. A lot of the stock maps by Epic are completely static, yet still have great layouts too (DM-Defiance for instance).

Keep up the good work though! Most of you guys have made other excellent maps, so don't think I'm putting down anyone's abilities here. I just am not as big of a fan of these new maps as the previous batches, but you will probably find niches of people who really like the maps I don't appreciate as much. Also, DM-Azul is fantastically fun and DM-Psi, while maybe a bit too easy to kill bots in, is still great. And I really do like the visual style in DM-Ith, especially the custom jump pad effects. I just don't like their gameplay implementation. But hey, who knows, maybe I will find a use for these maps with the right combination of mutators!
 
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Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
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P'Boro, UK
Personally with DM-Z, it was designed with a large amount of lift jumping in mind. The majority of those jumps being focused around powerful pickups making the access to them much riskier. Jumppads are there where it's too much of a height difference for a ramp in most cases, or again where it adds a bit of risk. I know some people love Z and others who don't. Can't please everyone but i try lol :D


Although not my maps, Ith is confusing at first, however so are quite a few maps, but once you get the layout memorised it plays great. Remorse is a map very dependent on lift jumps, jumppads and trick jumps which people loved in Bonescraper so no doubt it will please the same people again :)

As for Integrity, i think those jumppads are more of a trap then a safe out of the way place :p I've had more kills off people going up jumppads in that map then them being on the ground im sure :D
 
Jan 20, 2008
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New Zealand
I particularly like the DM-Ith double-jump spot, where a vertical jump pad links to a horizontal one. A bit more of that would be great, IMHO, but evidently isn't for everyone.
 
Nov 4, 2001
2,196
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The Kitchen
Just played DM-Tumult and DM-Wounds. I only spent about a minute in Tumult before switching because playing it was a complete pain in the ass; jump pads, poor weapon selection, several areas that REQUIRE a double jump just to move around, etc. Very very poor level design here, sad to say.

Wounds wasn't bad, but it had a few issues and way too many elevators. Bots would constantly attempt to lift jump to the shield belt (which is hard even for a human to get to) instead of trying to attack me, making the map too easy if I just camped that area. It seems like this aspect of the map was never beta tested. It had a nice look to it though, and it reminded me of some good UT maps from back in the day.

So, all in all, only a few good DM maps in this batch :/ But I'm interested in the WAR map; that should be good. The visuals in DM-Tumult, though, were very very cool, especially the glass panels with the hexagon material and the sandy desert with a cloudy, stormy-looking sky. It reminded me of some old Uprising levels. Good stuff there, but that layout was really really overly difficult to navigate :X
 
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