==[ The 20th Anniversary Mapping Contest - 20AC ]==

Tutorials and discussions about Mapping - Introduce your own ones!
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cromy
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by cromy »

good job everyone! awesome maps so far
Let's rock!
:rocket2:
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esnesi
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by esnesi »

Some small review

CTF-20AC-Foundation - Good looking CTF symmetrical action with a nice curly twist. Weapon load outs on the sides, even nice for single weapontype gameplay.
DM-20AC-CrypticDungeon - Like this map alot! Awesome use of light and lava! probably because iam biased as a DM player, i see nice action around the open lava sides! Future winner imo!
DOM-20AC-CastleGeorge - I like the classic look! I am not much of a DOM player so i can't really comment on gameplay. (might add this as DM as well ;p)
20AC-IciclePyramid - Awesome fun on this map! Like the style and complete theme. Haven't seen much regular ice DM maps. DM version much appreciated personally.
CTF-20AC-Valhalla - Amazing theme, like every texture bit of it! Very awesome atmosphere and lighting. I can imagine awesome gameplay on this map with multiple weaponsets. Big contender and future winner if you ask me.
DM-CorporateOffice-AC20 - Tight looking office, but as i work in such environments every day, i don't prefer to play in such tight cramped places ;p Very good looking though!
Last edited by esnesi on Tue Dec 17, 2019 2:03 am, edited 1 time in total.
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UnrealGGecko
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by UnrealGGecko »

@esnesi and everyone else, here is the DM version of CastleGeorge, please DO NOT just rename the DOM version as DM, as this map has important differences when porting:
- no need for SabbyCP.u, as the control points and special DOMLights have been removed.
- extra pickups added.
- the lighting is a bit different.
- more...

Enjoy!


EDIT: FUUUUUUUUUUUUU we found a big bug, hang on! :nonono: :nonono: :nonono:

EDIT2: ok take 2, ENJOYYYYY!




EDIT3: VOTE VOTE VOOOOOOTE!

EDIT4: removed the V2 DOM, it didnt help at all... :facepalm:
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Que
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Que »

Nice Map :) just a quick note here from my server logs;

Code: Select all

Warning: DM-20AC-CrypticDungeon.Mover9 is BumpOpenTimed.  Bots don't understand this well - use StandOpenTimed instead!
not sure if that helps or not..
:tu:
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FraGnBraG
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by FraGnBraG »

So bonus maps are due 22nd at midnight? That's 3 days after today, right?

Okay, so for my map here, i'm gonna switch it from CTF to DOM+DM. So it will become a medium-ish FFA map.

I'll test with 3, or 4 points.

Simply because the "long view" is always a problem in UT99 for higher detail maps, and having to place occlusion
architecture where you don't really want to is increasingly disappointing. Nice clean lines become cluttered.

Sorry for whining all the time now, but alas, the map is just too freaky to abandon, so gameplay will be the
typical circular DOM, a CTF could follow a later time if I can get the performance adequate. My goal is to keep to
300-400 polys max sustained in the playspace, occasionally 500-700 polys can spike where there are no players.
This map has had a few 1000+ spots, which I had to occlude/merge etc. Gameplay/A.I. is easiest to sort for DOM.
About a day left for lighting, another day for sound/audio. The CTF was running between 50-60 fps with 11
players, no lag, which is great, considering I throttle the game at 60. Tonight I'll do gardening and hopefully
finish detail lighting, zones, detail textures. Looks like i might make it! Cheers
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Feralidragon
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Feralidragon »

Talking about bonus maps, mine won't make it either.

I had everything under control... until I hadn't.
I got sick, and got some extra tasks to handle rather urgently at work (a few days before vacations, the usual), so I couldn't work on the map at all during this week.

It's very likely I will get back to it this weekend, but as such I may only be able to finish it somewhere during the Christmas week, so I will release it as a standalone.
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Que
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Que »

<<< Lets get down to Business... Map Review's >>>

I found a Rogue Light Switch in this Office Complex that I don't think the Manager will approve of ;)
Also it is very DoubleJump Orientated so bonus points for that!

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Also... if you hold "Crouch" in this Map.. then you're a ~WizKid~ Literally ;)

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There's something Cryptic about this switch which I can't quite figure out yet;
Also there's a Big FPS Drop in the hellish areas of this map :/
^ So don't blame our Servers for any Lag incurred playing this Map!^

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For some reason I'm having great Difficulty getting up onto these ledges using
my Double Jump mod... on this nice little Wolfinstein themed map. :noidea
The DOM version is really nice for 2v2 :D

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at least These fountains tell me which Team's Which!
on this Very nice and Colourful rendition of the long lost...
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and theres some nice .. "Pickup Placements" in this well detailed and thought out map;)

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This one had me working up a sweat running from one end of the 🐍 to the other
*also recommended that you have Editor.u in your System folder or you're in for a treat!
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Watch your Head in this nicely routed Map 🍳;

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Welldone to ALL contestants for your hard work and Awesome Maps :highfive:

:gj:
Last edited by Que on Fri Jan 03, 2020 1:48 am, edited 56 times in total.
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UnrealGGecko
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by UnrealGGecko »

Ok, hopefully final versions (apperantly there was a bug with the weapons rotating online, when I specifically put them to not rotate :pfff: )


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Que
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Que »

This DOM Map is Really Awesome , Good Job Gek's! and Ronin only complaint is the outside area you block people from the roof area :/ ruins the immersion somewhat :/
will update review tomorrow with more findings and better tests.
Last edited by Que on Sun Dec 22, 2019 2:31 am, edited 1 time in total.
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Novaeon
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Novaeon »

I found a Rogue Light Switch in this Office Complex that I don't think the Manager will approve of ;)
I've fixed it in the attached version (And changed the AC20 suffix to a prefix, which all the other maps had).

Are fixes allowed? Otherwise I'll live with that 1 light switch being out of place.

Also attached is the DOM version of the map for tomorrow's Bonus map deadline.
Attachments
DOM-AC20-CorporateOffice.zip
DOM Version as Bonus Map
(4.91 MiB) Downloaded 27 times
DM-AC20-CorporateOffice.zip
Fixed errant light switch
(4.92 MiB) Downloaded 38 times
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sektor2111
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by sektor2111 »

Perhaps I need some light about that Nova.utx. Right now I have THREE files called Nova.utx. If a server loads this map and it already has another map requiring old utx version I will need to make THE 4TH version or else these maps won't run together because are DIFFERENT- the same as in that Quake "addiction" disease. Okay, no problem, I'll EDIT map myself if I want it uploaded somewhere in a server - here might be under discussion optimizing paths (jumpy routes needed) and removing other remnant editing data which has no purpose.

Edit: Textures solved, Thank you ! Now I can restore my previous Nova.utx...
And for other day (after Christmas) I'll solve these...

Code: Select all

ZoningChecker: LevelInfo1 and ZoneInfo0 share the same zone
ZoningChecker: LevelInfo2 and LevelInfo3 share the same zone
ZoningChecker: LevelInfo2 and LevelInfo4 share the same zone
ZoningChecker: LevelInfo2 and ZoneInfo47 share the same zone
ZoningChecker: LevelInfo3 and LevelInfo4 share the same zone
ZoningChecker: LevelInfo3 and ZoneInfo47 share the same zone
ZoningChecker: LevelInfo4 and ZoneInfo47 share the same zone
Credits: Barbie for recommendations toward checks around Levels and Higor for his unique adds, and Novaeon for map.
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Chamberly »

Que did a good job setting up that server and in addition throwing out those reviews is funny. Nice one!
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Image Edit: Why does my sig not work anymore?
Novaeon
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by Novaeon »

sektor2111 wrote: Sat Dec 21, 2019 5:19 pm Perhaps I need some light about that Nova.utx. Right now I have THREE files called Nova.utx. If a server loads this map and it already has another map requiring old utx version I will need to make THE 4TH version or else these maps won't run together because are DIFFERENT- the same as in that Quake "addiction" disease. Okay, no problem, I'll EDIT map myself if I want it uploaded somewhere in a server - here might be under discussion optimizing paths (jumpy routes needed) and removing other remnant editing data which has no purpose.
The different versions must come from the BETA versions I uploaded of the FreewayTunnel map and the first BETA of CorporateOffice which had some new textures. Because of the feedback I got that adding new textures to an existing package was a bad idea, I took those out of Nova.utx. The version of Nova.utx you should be using is the one in the final version from FreewayTunnel, which should be the exact same as the one included with CorporateOffice.
UnrealGGecko wrote: Sat Dec 21, 2019 6:46 pm @novaeon GRRRDRRMRRRT Nova its 20AC not AC20 :lol:
Balls! I apologize. Do you want me to rename and re-upload?
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esnesi
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Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Post by esnesi »

Novaeon wrote: Sat Dec 21, 2019 11:47 pm
Balls! I apologize. Do you want me to rename and re-upload?
Yes please! :agree1:
This way they will list nicely with the others in mapvotes.
Could do it manually of course, but then you that description as well.
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