DM-AMC-Gluon

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DM-AMC-Gluon

Postby Revelation » Sat Dec 08, 2018 7:12 pm

So, guess this one could be called "final" now... My entry to AMC:

DM-AMC-Gluon

Screenshots:

Spoiler: show
Image

Image


Yeah, too lazy to write a long intro... Small DM for 2 - 3 players, polycounts peaking around 1000... Just play it and leave comments. :p
Thx to Swanky for beta testing!
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Re: DM-AMC-Gluon

Postby Swanky » Sat Dec 08, 2018 8:16 pm

Well, not much that I can add at this point! Nice looking map, small, frantic, perfect technical execution. Sunflares, actual non-distracting meshes as deco, footstep sound manager, scripted weaponbase lighting, particles, ... listing it all feels like I'm describing a techdemo. :P I also think I still have a forgotten a few.

You know my thoughts about gameplay, it's quick and dirty in contrast to the map looks which is very clean and neat. Bots get everywhere. Good job!
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Re: DM-AMC-Gluon

Postby Aldebaran » Sun Dec 09, 2018 1:09 pm

Very nice looking map! Is there a special jump needed for UDamage and Armor? Perhaps I should play more Bunnytrack ;-)
If you like you can release a second version of the map later without weapons and pickup-system for instagib.
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Re: DM-AMC-Gluon

Postby Revelation » Sun Dec 09, 2018 1:19 pm

I've already taken care of this: All weapon bases are removed when you play with an InstaGib mutator. ;)
Same goes for XPickups btw, since I realized that mutator is pretty popular around here and its weapon bases would have badly interfered with mine.

And yes, besides normal impact jumps, there are special trickjumps possible for both UDamage and Armor. I won't tell how they work however. :tongue:
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Re: DM-AMC-Gluon

Postby Terraniux » Sun Dec 09, 2018 4:06 pm

Missing a umx file .... blue arau something.
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Re: DM-AMC-Gluon

Postby Revelation » Sun Dec 09, 2018 4:16 pm

Uhm, what?!
That seems pretty much impossible, the music track is MyLevel'd, you don't need the UMX... Just deleted the file from my Music folder, the map still works.

Can you post a log please? And can anyone else recreate that?
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Re: DM-AMC-Gluon

Postby UnrealGGecko » Sun Dec 09, 2018 4:21 pm

No problems here, and I tested on a fairly fresh install. :noidea
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Re: DM-AMC-Gluon

Postby Revelation » Sun Dec 09, 2018 4:28 pm

Just checked with UnrealDeps, there is 100% no dependency on this UMX, not on any other non-standard file... No idea what went wrong there for Terraniux.
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Re: DM-AMC-Gluon

Postby Terraniux » Sun Dec 09, 2018 4:59 pm

No idea too, it works now. My installation is behaving psychotic at the moment. guess it's my install that needs a doctor.

Beautiful map by the way. How did you create that nice flare?
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Re: DM-AMC-Gluon

Postby FraGnBraG » Wed Dec 12, 2018 6:03 am

No Surprises here - stunning map. Hourances has done it again - doh! I'm mean Revelation has done it again! :rock:
heh :tu: I don't know where to start... I started 1vs1 with an inhuman and was getting owned. He knew how to hammer jump around the map
and I was never safe for a moment (even up under the little arch on the long pipes) he chased me down. So I downgraded the bot to masterful.
At least I had a chance to look around. Like Swanky, you Rev haven't lost your edge one little bit. This doesn't seem like ut99 - more like ut4!
You blow me away man! The water alone, my god - beautiful.

Some of the theme elements I've seen you use in other maps, they've got a newer shine to them here (like the "electric" discharges).
You pretty much own Evil Lair as part of your pallette. The sunlight looks damn nice - is that the same one from that little cathedral styled
map from a while back? Map runs great and looks great - tough fight 1vs1 - I'll have to try it with 4 masterfuls, although it might be tight in
there with that many. i'll try camping up on the pipe - see how that goes, lol ;) Another contender - imo
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