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UT3 VCTF-Relic [PC][Alpha]

Discussion in 'Content Releases' started by Johnny x1900, Feb 5, 2010.

  1. Johnny x1900

    Johnny x1900 New Member

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    WAR-Pandora [PC][Alpha][Updated 04.48.2010]

    This is a map for my portfolio. It is heavily inspired by Avatar.

    I have been working on this in my spare time still. I am just about to make some textures and shaders for this thing and to do that, I plan on just moving over to the latest UDK, which means it will not be playable in UT3. Is any one still interested in a UT3 release of this map?
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/5thumb.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/7thumb.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/11thumb.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/14thumb.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/1thumb.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/05.01.2010/2thumb.jpg[/SCREENSHOT]

    Here is a rough fly through video of the map.
     
    Last edited: May 1, 2010
  2. Mclogenog

    Mclogenog I put the lol in philology

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    You should build for gameplay (using BSP) first. Now that you have all of those meshes, albeit untextured, even the slightest gameplay adjustment is going to necessitate significant work.

    Sure, I'll test it once my design computer is fixed, but I'm of the opinion that gameplay should always come first, even if your goal is to make a pretty level.
     
  3. Johnny x1900

    Johnny x1900 New Member

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    I agree with you. I understand that blocking with bsp is the typical practice. I also understand that trying to shoehorn gameplay part of the way through development is not a good idea. In this case, I would like to think that things are rough enough that meshes can still be moved around. I did everything really rough so things could change easily.

    Thanks for the for checking this out. You have some great stuff on your portfolio, I look forward to your feedback once I get a playable version out. :)
     
  4. Johnny x1900

    Johnny x1900 New Member

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    Alpha updated to version 0.2. Download it here.

    New pics:
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/02.07.2010/1.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/02.07.2010/2.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/02.07.2010/3.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/02.07.2010/4.jpg[/SCREENSHOT]

    Everything is still rather rough, especially lighting, textures and AI. I am open to any and all suggestions, advice, critiques etc.

    Thanks for participating!
     
    Last edited: Feb 7, 2010
  5. Mclogenog

    Mclogenog I put the lol in philology

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    The main problem is that the map is way too big. The central bride makes all other paths obsolete, and the asymmetry of the paths from the bridge to the bases makes the Red base more difficult to defend and the blue base insane to assault. I think the central bridge can either be removed or taken down to a lower ledge to make the flag routes less direct.

    The air vehicle platforms, and the vehicles behind the red base, are so far out of the way that the only use of them would be if the player spawned there. The vehicles behind the blue base are the most easily accessible, which gives the blue team a bit of an advantage.

    In the blue base, I found it generally confusing to find the flag. It didn't feel like it was at the best position for defense or assault. I like the accessibility of the red flag, so long as the blue flag is equally accessible.

    If you go to either sniper point, you'll see way too much of the landscape. Sniping hoverboarding player is far too easy, and with the distance between spawns and vehicles, or spawn and the sniper perch, it may be difficult to counter snipe. And once the meshes are all high resolution and beautiful, the sniper's view will be way too much for computers to run it at.

    In general, just streamline and simplify. Play the map, see where you wind up going, where you need to be going, and where you aren't going, then modify and remove accordingly.
     
  6. Johnny x1900

    Johnny x1900 New Member

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    Thank you. I will be making some changes.
     
  7. Johnny x1900

    Johnny x1900 New Member

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    Is my hosting too slow?

    Edit: Download it from Strategyinformer

    Also, Mclogenog: What do you think about turning it into a warfare map? I still think I will be making it smaller, but after getting some advice from coworkers, I tend to lean towards a game type change.
     
    Last edited: Feb 8, 2010
  8. Mclogenog

    Mclogenog I put the lol in philology

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    I think that the bases are too close to each other for War to work. If I can shoot the enemy core without leaving my base (from the sniper posts, for example) then gameplay is ineffective. Where I think this map could work is if vehicles were taken out altogether and the networks connecting the bases were shortened and given more cover from snipers. However, the alpha 2 design is much more fitting for vehicles.
     
  9. Johnny x1900

    Johnny x1900 New Member

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    New Warfare version available: Pics on first post updated.

    Download: here
     
  10. Johnny x1900

    Johnny x1900 New Member

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    New stuff:
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.09.2010/1.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.09.2010/2.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.09.2010/3.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.09.2010/4.jpg[/SCREENSHOT]

    I could still use input and feedback if any one cares to give it.
     
  11. Johnny x1900

    Johnny x1900 New Member

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    This is how the maps stands today: Please give it a shot if you have some time :)

    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/1.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/2.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/3.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/4.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/5.jpg[/SCREENSHOT]
    [SCREENSHOT]http://www.jmchristopher.com/Build%20Log/03.25.2010/6.jpg[/SCREENSHOT]

    Download:Here
     
  12. Johnny x1900

    Johnny x1900 New Member

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    Updated, check the first post :)
     

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