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UT3 [WIP] CTF-LB-Orbital

Discussion in 'Content Releases' started by KenjiE20, Jan 15, 2009.

  1. KenjiE20

    KenjiE20 Member

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    Title: CTF-LB-Orbital
    Version: Alpha 6
    Last Map Update: 08/02/2009
    Compatibility: PC. Currently being built on Patch 3 + BP (Unsure of vanilla install, could someone test?)

    Description: Remake of CTF-Orbital.

    Ignore the lighting for now, all that's in place are my 'work lights'
    [SCREENSHOT]http://dl.getdropbox.com/u/501502/OrbitalBBase01.png[/SCREENSHOT]
    [SCREENSHOT]http://dl.getdropbox.com/u/501502/OrbitalRBase01.png[/SCREENSHOT]
    [SCREENSHOT]http://dl.getdropbox.com/u/501502/OrbitalCenter.png[/SCREENSHOT]
    Bots should work relatively well.

    Comments: Rebuilt from the ground up based on what I remember and about 5 mins of looking at Orbital-Classic from 2k4

    Credits: Remake by KenjiE20 aka 'Longbow' (Don't ask)
    Original : David Ewing (Digital Extremes)

    Downloads

    ChangeLog

    Changes from Alpha 5
    • Added health pickups
    • Added some link and shock ammo in the middle room

    Changes from Alpha 4
    • Added the shock rifle back in
    • Hopefully the last Alpha now
    • If feedback shows the layout / flow / gameplay is okay, the next build should be a beta with proper lighting and such

    Changes from Alpha 3
    • Filled in all of the missing textures
    • Screenshots added to zip

    Changes from Alpha 2
    • Moved the flag room jumppads out into the room more
    • Added the stinger in

    Changes from Alpha 1
    • Re-laid the flag room path nodes
    • Added weight to the sniper point to discourage flag runners from attempting to xloc with it
    • Now 8 spawns per team

    Initial
    • The bot pathing should let them get everywhere
    • There are defence points in so bots will hold there if told to

    As of right now the todo's are;

    • Tweak Health?
    • Inconsistent textures in some spots (windows)
    • Basic lighting throughout
    • Prettifying with Static meshes
    • Skybox
    Feedback / flames on any / all of it is encouraged.
     
    Last edited: Feb 8, 2009
  2. Hektor

    Hektor New Member

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    sorry to say , but this is a terrible remake :(
     
  3. TheIronKnuckle

    TheIronKnuckle What the hell is this "ballin" thing?

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    It would appear to be an alpha right now. Wait for more updates?
     
  4. Hektor

    Hektor New Member

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    i know this is an alpha, but i cant understand why did he change the weapon layout? One thing should not be touched and its that for sure. the armor is missing at the shock entrance, rocket launcher missing from base, shock rifle is at wrong place, bio rifle is at wrong place, amps inbase are missing aswell. and same for the jump boots. side routes inbase are too small again, u wont be able to dodge out a single shot, coz u will fall down. this favours the defenders again.... elevators inbase are missing again, he changed one of them to a jumppad wich is acceptable, but only the right elevator, left elevator or jumppad still missing... grrrrrr

    and some rooms/places are too small for example the flak room .u wont be able to avoid any flakspam even an unaccurate shot will hurt you, not even mentioning avoiding a shock combo would be impossible aswell. count these things on a map where its already really hard to cap without those things ...

    thats just my opinion. i dont like to criticise others work, coz i know how hard and how much time it needs, but i just dont feel that this map is right in its current state...

    finally i frapsed a short video from the ut version there u can see how this map should look like , with all the item placements.

    link: ftp://ftp.unreal.ie/hosted_sites/clanbase/hektor/orbital.zip
     
    Last edited: Feb 25, 2009
  5. TheIronKnuckle

    TheIronKnuckle What the hell is this "ballin" thing?

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    there you go, constructive feedback. It's alpha so feedback carries more weight. YOur desired weapon changes will probably be implemented
     
  6. ne_skaju

    ne_skaju Eff yeah!

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    Please, make all material bright, like in UT, not these boring tech packages from UT200x and UT3.
     
  7. KenjiE20

    KenjiE20 Member

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    Finally, useful feedback;
    ^ this guy knows where it's at :D

    1. It's an alpha, don't expect anything to be good / right / finished
    2. The weapons are the way they are from my, admittedly, bad memory

    Armour, amp, and boots are all not in since it's alpha. Weaps and health, that's all you get for now.
    The trouble with weapon placement is that now everything has been tweaked and re-balanced since UT/2k4 so putting them in the exact spots might have lead to overkill, or at least that's my rationale for their current placement.

    I don't particularly remember being able to dodge a huge amount in the originals either, only the 2k3 one I recall having giant corridors.
    I left the jumppad out from the link side as the zone is quite busy, but maybe I can carve an alcove out of the wall for the pad to sit in, to balance the sides out.

    Fast, Tight and Hectic, that was sort of the aim, and I don't feel that the flak rooms are all that small, there's plenty of room to dodge.

    Cheers for that, I've grabbed that, since it'll hopefully save me running a bazillion things at once to compare & contrast.
     
  8. zd.Osiris

    zd.Osiris New Member

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    +1
    plz!
     
  9. UTGangster

    UTGangster New Member

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    Was the Progress on this remake.
     
  10. KenjiE20

    KenjiE20 Member

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    Currently looking for more feedback, since I'm biased towards it's current layout, and Hektor is biased towards his opinion, I could use a few more thoughts.
     
  11. UTGangster

    UTGangster New Member

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    Ok here some constructive feedback.
    1. the layout and scaling is fine, you definately do not have any problems wiht that.
    2. I would you a large post processing cube to cover the entire map sation and give it a darker tone like it.
    3. In the main hall section the walk ways shopuld be completely static mechses (use the Liandri ones).
    4. cross walkway should be in the centre to conncet the rest not at the side. Also make sur that you palce the reemdemer abovein the central area.
    5. Make sure you have a spinning sky box, i can tell you how to do that.

    Other then that all you really have to do is fill it up with mesches. Here is a remake of orbital2(UT2004) made for UT3. i think you could darw alot of inspiration from this. good Luck

    http://forums.epicgames.com/showthread.php?t=588294
     

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