DM-FreewayTunnel (Release)

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Red_Fist
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Re: DM-FreewayTunnel (WIP)

Post by Red_Fist » Mon May 06, 2019 10:58 pm

I like it. :tu:
Binary Space Partitioning

Novaeon
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Re: DM-FreewayTunnel (WIP)

Post by Novaeon » Tue May 07, 2019 8:34 pm

Thank you! :)

Aldebaran
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Re: DM-FreewayTunnel (WIP)

Post by Aldebaran » Thu Aug 22, 2019 11:50 am

Your map looks good, will you release a final version?
Some small tunnels are too dark for my taste, I can't see my way there, also my monitor isn't the best concerning brightness.

EDIT: Played this map now with less sun coming into my flat, then it's fairly good playable...
If you jump from one of the dark tunnels on top of the first stone rocks the textures of this rock disappears, perhaps it is fixable.
Last edited by Aldebaran on Fri Aug 23, 2019 5:49 pm, edited 3 times in total.

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Renegade
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Re: DM-FreewayTunnel (WIP)

Post by Renegade » Thu Aug 22, 2019 2:24 pm

This reminds me of some parts of the Hong Kong/canal streets map in Deus Ex. Looks good.

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KillRoy1972
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Re: DM-FreewayTunnel (WIP)

Post by KillRoy1972 » Mon Sep 09, 2019 8:23 pm

pretty descent map, but needs some work..

Coronas need some scaling in some spots
The map overall is a bit bland, and needs some spice.
Item and weapon placement seems to be pretty random.

I would spice things up by adding some dynamic things, such as lifts, or moving parts of some sort that interact with the game play adding to tactics. You can time things so players have to interact with that instead of just running around shooting.

You can also use item and weapon placement for that or combine the two, placing powerful items in difficult spots, or exactly the opposite to create a hot spot of action, with little to none health items forcing tactics. Trick is to balance this out to make it interesting where you basically divide the players up in groups forcing tactics instead of just running around with the nearest gun you find..

example is the 'guns high, health low' rule (which i just made up :-)) where you place the weapons on higher levels and the health on lower levels, making seeking for health risky but necessary, forcing tactics, because the player on the higher level is 'guarding' the weapons dominating the lower player which is not dying of because he is regenerating health. You understand that by placing one weapon in the lower levels it will engage game play..

finding that sweet spot is probably setting great maps apart from average maps, and where you will put the most work in creating a map imo.

probably also the hardest part in map creating, imo..
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Novaeon
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Re: DM-FreewayTunnel (WIP)

Post by Novaeon » Thu Sep 26, 2019 8:02 pm

Aldebaran wrote:
Thu Aug 22, 2019 11:50 am
If you jump from one of the dark tunnels on top of the first stone rocks the textures of this rock disappears, perhaps it is fixable.
I believe I've fixed this in the final version, attached below. Thanks for the feedback :)
Renegade wrote:
Thu Aug 22, 2019 2:24 pm
This reminds me of some parts of the Hong Kong/canal streets map in Deus Ex. Looks good.
I take that as high praise, thank you! :)
KillRoy1972 wrote:
Mon Sep 09, 2019 8:23 pm
snip
Good points all around. Regarding the coronas, I believe I did do a scaling pass for this final version. As for adding more rooms and dynamic elements, I think that'll be a goal for a potential future map (Which I have some ideas for). I spent quite a lot of time on this map already :)

With regards to balancing, again, those are definitely fair points especially if you consider standard UT99. However my goal when I set out to make the map was to make something that was fun to play with Infiltration 2.75 in DM, which I think I did. The time to kill with that mod is quite fast, and movement speed a bit slower, so I think balancing the weapon placement differently would make that less fun.

However, I've also included a Domination version of the map, which may be more to your liking. It's included in the attached file, as well.

Either way, thanks for the feedback!
Attachments
DM-FreewayTunnel.zip
Final version, with updated readme
(6.63 MiB) Downloaded 4 times
Last edited by Novaeon on Sat Sep 28, 2019 5:31 pm, edited 1 time in total.

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FraGnBraG
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Re: DM-FreewayTunnel (Release)

Post by FraGnBraG » Fri Sep 27, 2019 4:29 am

a minor correction - richrig.utx was made/assembled by Akuma (Rich Eastwood) and not AngelHeart (John Falgate)
Just sayin' :)

Novaeon
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Re: DM-FreewayTunnel (Release)

Post by Novaeon » Fri Sep 27, 2019 4:46 pm

FraGnBraG wrote:
Fri Sep 27, 2019 4:29 am
a minor correction - richrig.utx was made/assembled by Akuma (Rich Eastwood) and not AngelHeart (John Falgate)
Just sayin' :)
Damn! I'll fix it and upload with a correct readme here, but I unfortunately already submitted to unreal archive :(
Thanks for downloading and pointing it out though.

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Shrimp
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Re: DM-FreewayTunnel (Release)

Post by Shrimp » Fri Sep 27, 2019 6:12 pm

Novaeon wrote:
Fri Sep 27, 2019 4:46 pm
unfortunately already submitted to unreal archive :(
If you submit it again; I'll make sure it's updated properly.
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BadCorps
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Re: DM-FreewayTunnel (Release)

Post by BadCorps » Fri Sep 27, 2019 7:58 pm

I liked the BETA3, will have to try the final version after I get off work.

Novaeon
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Re: DM-FreewayTunnel (Release)

Post by Novaeon » Sat Sep 28, 2019 5:34 pm

Shrimp wrote:
Fri Sep 27, 2019 6:12 pm
Novaeon wrote:
Fri Sep 27, 2019 4:46 pm
unfortunately already submitted to unreal archive :(
If you submit it again; I'll make sure it's updated properly.
I resubmitted it, thanks for your help!

Also, would it be OK if I resubmit it as just a DM/DOM version also, so it doesn't get categorized as a mappack? Or would you rather not have duplicates like that?
BadCorps wrote:
Fri Sep 27, 2019 7:58 pm
I liked the BETA3, will have to try the final version after I get off work.
Please do! It's appreciated :)

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Shrimp
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Re: DM-FreewayTunnel (Release)

Post by Shrimp » Sat Sep 28, 2019 7:30 pm

If you want to package and submit the files separately, as a separate DM and DOM, that's cool :tu:
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FraGnBraG
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Re: DM-FreewayTunnel (Release)

Post by FraGnBraG » Sun Sep 29, 2019 3:47 am

well here's a little tidbit - not sure if you know this:

I noticed in your DM map level properties you did not set the gametype to DM. It is blank. That's okay, actually UT will then use the file name to determine the gametype. That is if it starts with "dm" it will load as a deathmatch.

Now there were some maps in the past (i'm not sure about product maps) example: DM-MementoMori (not sure if I spelled that right) where the mapper has placed DOM points. So, if you copy and then rename the DM file to
DOM-MementoMori then load it in UT it will play as a DOM. This makes the map "dual purpose". So you really only need one map, unless there are design changes or differences between DM and DOM. UT just ignores the DOM
points in DM mode (they will be hidden) and are just threated like pathnodes (or some such thing). This probably works with CTF as well. I would bet the flags and team properties are ignored.

Anyways, you could do this all in one map and just mention the dual purpose in the readme file...

Cheers
DM and DOM in same map - DM-Mementomoire by MattiasW.jpg

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OjitroC
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Re: DM-FreewayTunnel (Release)

Post by OjitroC » Sun Sep 29, 2019 3:05 pm

FraGnBraG wrote:
Sun Sep 29, 2019 3:47 am
This probably works with CTF as well. I would bet the flags and team properties are ignored.
Yes, if the CTF prefix of a CTF map is changed to a DM prefix, then the flags don't appear and the map can be played as a DM map.

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Barbie
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Re: DM-FreewayTunnel (Release)

Post by Barbie » Mon Sep 30, 2019 3:41 am

FraGnBraG wrote:
Sun Sep 29, 2019 3:47 am
DM-MementoMori (not sure if I spelled that right) where the mapper has placed DOM points. So, if you copy and then rename the DM file to DOM-MementoMori then load it in UT it will play as a DOM.
Have you tried that? Because I took an Assault map (AS-Canyon.unr), removed LevelInfo.DefaultGametype and started that: it runs as a deathmatch map now. So the file name seems not relevant - of course the usage of map vote or other mutators may change that.
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