DM-3072-UnderHive-v2 UPDATE: v3

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ExpEM
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DM-3072-UnderHive-v2 UPDATE: v3

Post by ExpEM »

I've been fixing up some problems with UnderHive.

Please let me know what you think, what is still broken, how gameplay could be improved, any suggestions etc.

Fixed:
-Broken path from brick building spawn.
-Bots being useless without XLocs.
-Dead end near Flak.
-Some textures misaligned.

Changed:
-Some textures.
-Some lighting.
-Added small details.

EDIT: v3 link.
download/file.php?id=7350
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Re: DM-3072-UnderHive-v2

Post by papercoffee »

ExpEM wrote: Please let me know what you think
I think you need more pictures. :mrgreen:
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Re: DM-3072-UnderHive-v2

Post by ExpEM »

Not much new to show, mainly gameplay fixes.

Image

Image

Image
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Re: DM-3072-UnderHive-v2

Post by papercoffee »

Not much to show ...yeah yeah... :) .......................SHUT UP AND TAKE MY CREDIT CARD!


This looks fantastic.
Will test it.

Edit-----------------------
@ExpEM
It's still impossible to reach the sniper or U-damage without Impact Hammer ...but, well...

The game play is really good and the bots love this map.
He is as Evil as Loque but more precise.
He is as Evil as Loque but more precise.
He is the second most evil bot in my roster.
He is the second most evil bot in my roster.
Yeah I won!!
Yeah I won!!
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ExpEM
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Re: DM-3072-UnderHive-v2

Post by ExpEM »

papercoffee wrote: It's still impossible to reach the sniper or U-damage without Impact Hammer ...but, well...
I could place Jumpboots somewhere in the level if its what the people want..?

Edit: The level works well on jump match.
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Re: DM-3072-UnderHive-v2

Post by Carbon »

No jumpboots! It's good that it's tough to get the UDamage, IMHO.

Great job on the map mate. My top pick.
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Re: DM-3072-UnderHive-v2

Post by Tyr »

Tested the map. The new Skybox is nice and turns the theme of the map in a more logical one. The floorplan is really good. I wish i could make more asymmetric maps like this. ;)

I have thousands of ideas to add much more detail to the map, but that would change the mood of the map too much, it's ok as it is.

Two things anyways:

1. Reduce the ambient light a bit and add more more intensive lights to the light spots.
2. There is a BSP Hole, also the left sign isn't centered:

Image
Released:
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Re: DM-3072-UnderHive-v2

Post by Swanky »

Hey,

really like the changes so far. The roundup near the Flak is very good and and the skybox and new lighting add to that "overgrown city" feel.


There are a few things I had noticed and changed in my attached version. See if you happen to like any of it. :)

- Brush91 was really unanaligned with the pink brick texture, so I changed that. Also added a trim so it wouldn't clash with the nearby walltexture
- merged brush112 and all other curved brushes of the doorway
- added two brushes in the floor of brush166 so the metalfloor looks a bit smoother
- added an (empty and unpathed) lift to the sniper rifle so you can get up there - just would have to be fleshed out further
Last edited by Swanky on Fri Nov 18, 2016 11:00 pm, edited 1 time in total.
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Re: DM-3072-UnderHive-v2

Post by sektor2111 »

Swanky wrote:added an (empty and unpathed) lift to the sniper rifle so you can get up there - just would have to be fleshed out further
Unaccepted by MBot League, so it will be pathed properly...

Edit:Failure, I did not see any Lift but... you can put some love for Lifts in other contest's maps where they are sucky, and a few other paths in spots where Bot boosted stay camping useless or where some path from UDamage develop a stupid camp until UDamage gets exhausted with no hunt.
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Re: DM-3072-UnderHive-v2

Post by Swanky »

I just put a few brushes there to show how the layout could work. If you wanted to keep it straight to the 3072³ limit however you'd have to push those around a bit anyway...
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Re: DM-3072-UnderHive-v2 UPDATE: v3

Post by ExpEM »

Version 3. This will be the final version unless something game breaking comes up.

A great big thank you to everyone for the kind words and helping me to make this the map it can be.

-Messed around with lights.
-Swanky's lift (Shifted to inside 3072).
-Sniper Rifle area tinkered with.
-Fixed BSP holes.
-Other small things.
No jumpboots! It's good that it's tough to get the UDamage, IMHO.

Agreed.
Two things anyways:

1. Reduce the ambient light a bit and add more more intensive lights to the light spots.
2. There is a BSP Hole, also the left sign isn't centered:
Done. Fixed, feature not bug.
- Brush91 was really unanaligned with the pink brick texture, so I changed that. Also added a trim so it wouldn't clash with the nearby walltexture
- merged brush112 and all other curved brushes of the doorway
- added two brushes in the floor of brush166 so the metalfloor looks a bit smoother
- added an (empty and unpathed) lift to the sniper rifle so you can get up there - just would have to be fleshed out further
Stolen. Stolen. Stolen. Rebuilt.
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Re: DM-3072-UnderHive-v2 UPDATE: v3

Post by emu3211 »

Version 3 does not load if UT video driver is glide. The critical error by UT is "Encountered texture over 256x256 without sufficient mipmaps". The other versions worked fine. There are also slowdowns in some tunnel areas which may be from atypical use of a visual feature such as color lighting, but that is acceptable where the map targets modern systems only.

As an aside: there was one other 3072uu map with obvious slowdowns, moreso than the tunnels here, and it may be from frequent use of color lighting and water (it was possibly ShoresArena).
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Re: DM-3072-UnderHive-v2 UPDATE: v3

Post by UnrealGGecko »

Never thought I'd see someone using a Glide video driver :mrgreen: ... I mean I never used it so I don't know if it is good or not, but OpenGL or D3D9 are the way to go for me.
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Re: DM-3072-UnderHive-v2 UPDATE: v3

Post by Swanky »

emu3211 wrote:Version 3 does not load if UT video driver is glide. The critical error by UT is "Encountered texture over 256x256 without sufficient mipmaps". The other versions worked fine. There are also slowdowns in some tunnel areas which may be from atypical use of a visual feature such as color lighting, but that is acceptable where the map targets modern systems only.

As an aside: there was one other 3072uu map with obvious slowdowns, moreso than the tunnels here, and it may be from frequent use of color lighting and water (it was possibly ShoresArena).
ShoresArena featured huge polycounts due to its terrain. I think the fps issues here are with volumetric lighting (fog). usually happens with old cards / drivers since community maps have become rather techincal and complex compared to the stock ones.
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Re: DM-3072-UnderHive-v2 UPDATE: v3

Post by emu3211 »

Thank you for the reply. It may help if the contest instructions included that the glide driver is unsupported and that it is highly recommended to use fan made UT video drivers since the stock ones are considered obsolete.
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