DM-{VIP}]I[-Beta
- Pikko
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DM-{VIP}]I[-Beta
Final Version
Edit: File attached
Edit: File attached
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- DM-{VIP}]I[.rar
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Last edited by Pikko on Thu Jul 29, 2021 9:12 pm, edited 6 times in total.
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Re: DM-{VIP}]I[-Beta
Where be download link?
Y u tease with new thread and not throw dl link?!
Y u tease with new thread and not throw dl link?!
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
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Re: DM-{VIP}]I[-Beta
Late April Fool's prank just for you?UnrealGGecko wrote: ↑Sat Apr 03, 2021 5:34 am Where be download link?
Y u tease with new thread and not throw dl link?!
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: DM-{VIP}]I[-Beta
It's for real, but not ready to d/l yet.
Just testing for now.
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Re: DM-{VIP}]I[-Beta
Hey, mate! I know you want me to test it. Sorry I almost forgot about it lol, but let me know when it's ready!
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Re: DM-{VIP}]I[-Beta
Gustavo6046 wrote: ↑Thu Apr 29, 2021 6:00 pm Hey, mate! I know you want me to test it. Sorry I almost forgot about it lol, but let me know when it's ready!
Hi, no problem. Hope to get the Map ready for testing this weekend
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Re: DM-{VIP}]I[-Beta
Ah, alright. Oo, can't wait!
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Re: DM-{VIP}]I[-Beta
Here is the Beta 2 version. Link in first post.
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Re: DM-{VIP}]I[-Beta
Can you explain this bit from the readme in a little more detail "Various Graphic drivers, can make nois , so internal UT99-adjustments can/would be needed.."?
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Re: DM-{VIP}]I[-Beta
Hi, just that i have tested the Map on 3 diff computers with differnt versions of UT and diff Graphic drivers, and that the outcome can differentiate. Thats why i write" Map is made in UED2.0-Version 436 (Direct3D)" - That works fine on my computer. For me it looks ok in 469 also, but some tweaking on your personal computer may be needed.-(testing diff drivers). Trying to explain in English as best I can, hopefully you understand what I mean.
What is your experience?
What is your experience?
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Re: DM-{VIP}]I[-Beta
Thanks for that.
So far, I've played the map in 469b with D3D9 and it looks fine, no problems with that renderer. There's this is in the log
A nice small DM map - plenty of movement and flow around the map. Overall, nice design and use of textures - I particularly like the combination of hi-tech areas with rough hewn rock-cut areas.
Personally, I'm not convinced that the yellow/black stripe textures should be used other than to indicate hazards, but that point's been made before and, of course, it's up to you. Since it's used both in slime and non-slime 'ponds' and the liquid colour is the same, it makes it a bit difficult to decide what is a hazard and what is not (the same with the one of the teleporters, where that stiped texture is used leading one to think that that teleporter is a hazard in some way). Of course, a Player soon finds out which areas of liquid are going to cause damage.
So far, I've played the map in 469b with D3D9 and it looks fine, no problems with that renderer. There's this is in the log
which may (or may not) account for some difference in what is seen in different UT versions with different renderers.Log: The compressed mipmaps of texture DM-{VIP}]I[-Beta2.Floor.floor_mask_01 contained invalid data. We will try to use the uncompressed mipmaps instead.
A nice small DM map - plenty of movement and flow around the map. Overall, nice design and use of textures - I particularly like the combination of hi-tech areas with rough hewn rock-cut areas.
Personally, I'm not convinced that the yellow/black stripe textures should be used other than to indicate hazards, but that point's been made before and, of course, it's up to you. Since it's used both in slime and non-slime 'ponds' and the liquid colour is the same, it makes it a bit difficult to decide what is a hazard and what is not (the same with the one of the teleporters, where that stiped texture is used leading one to think that that teleporter is a hazard in some way). Of course, a Player soon finds out which areas of liquid are going to cause damage.
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Re: DM-{VIP}]I[-Beta
@OjitroC
Thanks for the feedback. Its useful for Mappers ->(non-pro),-like me , to get different opinions.
Thanks for the feedback. Its useful for Mappers ->(non-pro),-like me , to get different opinions.
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Re: DM-{VIP}]I[-Beta
Tried it in 436 with EXUOpenGL and again no renderer problems.
One thing I noticed is that the recommended player count is 4 - 8 but there are only 6 PlayerStarts - so if there were 8 'players', two would get telefragged at the start (which is not good). Probably a player count of 4-6 is best?
Sektor's MapGarbage tool reports
Just one point on the design - I just wondered whether the ramp in front of the door is essential? That area is a little cluttered and there is not a lot of clear space to get to the door easily; the ramp leads to the gap where the lift comes up but there is no reason to go up the ramp to get the lift and the lift doesn't come up, so to go anywhere else once one is at the top of the ramp one has to jump over the gap to the walkway beyond; and if one takes the lift up, then one is unlikely to turn left as that leads back down, so one will almost certainly turn right (thus making the ramp redundant in a sense as a way to get to the higher level). Anyway just something to consider.
One thing I noticed is that the recommended player count is 4 - 8 but there are only 6 PlayerStarts - so if there were 8 'players', two would get telefragged at the start (which is not good). Probably a player count of 4-6 is best?
Sektor's MapGarbage tool reports
Looks to me like they are partly in the void - perhaps they need to be moved slightly higher?VoidCheck: WaterZone1 looks placed into void.
VoidCheck: Dispatcher2 looks placed into void.
Just one point on the design - I just wondered whether the ramp in front of the door is essential? That area is a little cluttered and there is not a lot of clear space to get to the door easily; the ramp leads to the gap where the lift comes up but there is no reason to go up the ramp to get the lift and the lift doesn't come up, so to go anywhere else once one is at the top of the ramp one has to jump over the gap to the walkway beyond; and if one takes the lift up, then one is unlikely to turn left as that leads back down, so one will almost certainly turn right (thus making the ramp redundant in a sense as a way to get to the higher level). Anyway just something to consider.
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Re: DM-{VIP}]I[-Beta
Yes, I have considered that ramp several times, (i like to have options to every entry/passage),so i think it must be there .. we will see in the finale version.
- Typo on the Playerstarts in LevelInfo & Readme. It shall be 4-6 Players.
- ,-and yes. i will check my MapGarbage aswell..
- Typo on the Playerstarts in LevelInfo & Readme. It shall be 4-6 Players.
- ,-and yes. i will check my MapGarbage aswell..
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