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DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 10:47 am
by ExpEM
Hey all, finally finished this map. It was going to be my original entry for the CMC, it grew to large (against the rules) so I put it in the pile at the back to finish later.
Hope you all enjoy.

NOTE: As is my way of doing things, the screenshot image is a 512*512 and will CRASH UT if you are running D3D. I recommend OpenGL to get past that.

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Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 12:51 pm
by papercoffee
Edited the spacing between the pictures :P ...I had problems to distinguish each other because of the similar light volume and texture.

Why is it a problem to use the default 256² screenshot? It's just for the menu.
People won't see the difference but they'll notice that the map is crashing them and then they won't play it. :noidea

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 1:01 pm
by ExpEM
papercoffee wrote:Edited the spacing between the pictures :P ...I had problems to distinguish each other because of the similar light volume and texture.
Sweet as.
papercoffee wrote:Why is it a problem to use the default 256² screenshot? It's just for the menu.
People won't see the difference but they'll notice that the map is crashing them and then they won't play it. :noidea
In short, I'll notice and it's my map. I can't fathom why people would still be using the old D3d anyway, but that's besides the point. If people insist on using D3d they can edit the level to remove the screens.
(Sorry if that sounds b*tchy, just being blunt).

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 1:13 pm
by papercoffee
ExpEM wrote: Sweet as.
Ah ...New Zeeland. :wink:
ExpEM wrote:I can't fathom why people would still be using the old D3d anyway, but that's besides the point. If people insist on using D3d they can edit the level to remove the screens.
(Sorry if that sounds b*tchy, just being blunt).
I don't know, but many people insist on playing UT as vanilla as possible, out purism or ignorance.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 1:19 pm
by ExpEM
papercoffee wrote:Ah ...New Zeeland. :wink:
That's the one :tu:
papercoffee wrote:I don't know, but many people insist on playing UT as vanilla as possible, out purism or ignorance.
True I suppose, just seems silly to me.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 1:37 pm
by Feralidragon
Just tried it out, and all I have to say that it's an awesome map, certainly a potential winner if it was a CMC entry. :tu:

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 6:11 pm
by papercoffee
Really nice map. It has a good flow. But I would have build in a tiny little bit more z-axis play.
The lifts are the only way to get from the bottom to the top area.
And that the exits from the lifts are always on a different position brakes the game flow.

Anyway, this map is a fine cramped little Death Match feast. :ironic:

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 7:28 pm
by sektor2111
As long as I am not a smarty guy, I do not understand what exactly is the problem with 512×512 screenshot. I've done 1024×1024 multi-framed Screenshot in Sk_Godz and it did not crash any d3d in my system(s). Actually I don't get what crash is about except maybe OS's DRIVERS problem which people are ignoring leaving their systems with default display drivers (not UT drivers). Evidence here - using a D3DDrv.dll file from years 2000 (and we are in 2018 if I'm not mistaking...)
[attachment=1]BellsPeak_ss.png[/attachment]

Of course, because of fore-mentioned reason I cannot explain why some semisolid brush types might be causing flickering textures (in my maps happened as well...) looking from some range, because in a closer look they do not have any visual glitches.
[attachment=0]BellsPeak_ss1.png[/attachment]

Actually this map seems suitable for some DM as long as ExpEM do seems to have good mapping skills.
Perhaps as a small feed back, some ammo could be added post pathing for preventing to load paths network too much, leaving only weapons to be taken by paths building... but I'm not sure if here can be issued something around this problem.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 10:02 pm
by UnrealGGecko
Has a strong DM-ForWhomTheBellTolls vibe, nice! :tu:

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sun Feb 11, 2018 10:17 pm
by ExpEM
Feralidragon wrote:Just tried it out, and all I have to say that it's an awesome map, certainly a potential winner if it was a CMC entry. :tu:
Chur (Kiwi slang for thank you).
papercoffee wrote:Really nice map. It has a good flow. But I would have build in a tiny little bit more z-axis play.
The lifts are the only way to get from the bottom to the top area.
And that the exits from the lifts are always on a different position brakes the game flow.
Yea, I spent about a month trying to figure out how to add better Z play. The map is just too cramped to add any more without becoming a corridor shooter.
UnrealGGecko wrote:Has a strong DM-ForWhomTheBellTolls vibe, nice! :tu:
You got me! That was my inspiration.
sektor2111 wrote:As long as I am not a smarty guy, I do not understand what exactly is the problem with 512×512 screenshot. I've done 1024×1024 multi-framed Screenshot in Sk_Godz and it did not crash any d3d in my system(s). Actually I don't get what crash is about except maybe OS's DRIVERS problem which people are ignoring leaving their systems with default display drivers (not UT drivers). Evidence here - using a D3DDrv.dll file from years 2000 (and we are in 2018 if I'm not mistaking...)
[attachment=1]BellsPeak_ss.png[/attachment]

Of course, because of fore-mentioned reason I cannot explain why some semisolid brush types might be causing flickering textures (in my maps happened as well...) looking from some range, because in a closer look they do not have any visual glitches.
[attachment=0]BellsPeak_ss1.png[/attachment]

Actually this map seems suitable for some DM as long as ExpEM do seems to have good mapping skills.
Perhaps as a small feed back, some ammo could be added post pathing for preventing to load paths network too much, leaving only weapons to be taken by paths building... but I'm not sure if here can be issued something around this problem.
The Screenshot problem is caused by the default D3d which some people still use.
I have been unable to recreate the flickering semisolids, wondering is it could be related to your FOV?

Re: DM-BellsPeak (Ex CMC entry)

Posted: Mon Feb 12, 2018 12:24 am
by OjitroC
sektor2111 wrote: Of course, because of fore-mentioned reason I cannot explain why some semisolid brush types might be causing flickering textures (in my maps happened as well...) looking from some range, because in a closer look they do not have any visual glitches.
I can't reproduce that either - perhaps it's caused by the old D3D driver? :P

It's a nice map, lots of fun - as already mentioned, a little more z-axis action would be good.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Mon Feb 12, 2018 3:52 am
by ExpEM
OjitroC wrote: It's a nice map, lots of fun - as already mentioned, a little more z-axis action would be good.
If you can find a spot to improve then let me know, i did think of reversing the lift by the minigun to sit at the top instead?

Re: DM-BellsPeak (Ex CMC entry)

Posted: Tue Feb 13, 2018 9:31 pm
by OjitroC
ExpEM wrote: If you can find a spot to improve then let me know, i did think of reversing the lift by the minigun to sit at the top instead?
That might be worth trying. I don't know if it is just me but the lifts don't seem to come up to the top (that is, if one is standing by the lift shaft at the top) and it might be better if they did - the only way down is to jump on to the roof at the lower level.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Mon Apr 09, 2018 9:45 pm
by Isotoxin
This looks outstanding.

Re: DM-BellsPeak (Ex CMC entry)

Posted: Sat Aug 25, 2018 8:50 am
by ILoveQuake
Hi! I remade this map for Serious Sam. Link: https://steamcommunity.com/sharedfiles/ ... 1491497115 :D