RELEASED... DM-KilnWorks3993

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browndl
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RELEASED... DM-KilnWorks3993

Post by browndl »

Been working on a map that began as a place to film some short UT99 mapping tutorials, that grew into a death match arena.
RELEASED!

EDIT: 2/17/2024 Changed link to map download.
https://www.ut99maps.net/maps/DM/DM-DSKilnWorks3993.zip

As always I enjoy hearing your thoughts...



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Last edited by browndl on Sat Feb 17, 2024 4:40 pm, edited 1 time in total.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by sektor2111 »

This looks pretty well executed, it's a good looking piece...
Bot Pathing looks normal... but some "LiftExit"-s might be "TranslocStart"-s.

Greetings !

However... you can take in account that object "Bitmap" in 469 it's not the same as in 436, even if Epic stated that "it shouldn't be modified"... Of course it wasn't "modified"... but definitely "edited"... And there can be "side effects" for prior versions like here... heading to the concept as a "469 Map".

Code: Select all

Critical: UWaveTexture::ConstantTimeTick
Critical: UTexture::Tick
Critical: (WaveTexture Botpack.ShaneFx.Health.Top)
Critical: UTexture::Update
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.Vial)
Critical: DrawMesh
....
....
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Re: RELEASED... DM-KilnWorks3993

Post by browndl »

sektor2111 wrote: Sat Feb 17, 2024 11:07 am This looks pretty well executed, it's a good looking piece...
Bot Pathing looks normal... but some "LiftExit"-s might be "TranslocStart"-s.

Greetings !

However... you can take in account that object "Bitmap" in 469 it's not the same as in 436, even if Epic stated that "it shouldn't be modified"... Of course it wasn't "modified"... but definitely "edited"... And there can be "side effects" for prior versions like here... heading to the concept as a "469 Map".

Code: Select all

Critical: UWaveTexture::ConstantTimeTick
Critical: UTexture::Tick
Critical: (WaveTexture Botpack.ShaneFx.Health.Top)
Critical: UTexture::Update
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.Vial)
Critical: DrawMesh
....
....
Thank you sektor2111, for taking the time out to not only check out the map, but to comment also. I appreciate it. I must say that I am not really following you on whatever it is that you are trying to tell me, sorry.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by OjitroC »

Looks like that wave texture crashes the game in versions other than 469d?
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Re: RELEASED... DM-KilnWorks3993

Post by browndl »

OjitroC wrote: Sat Feb 17, 2024 7:33 pm Looks like that wave texture crashes the game in versions other than 469d?
What texture though? Here is what is referenced in my level.

Log: REFERENCED
Log: Texture Foom100.Deco.elong
Log: Texture Slums.Brick.Brick08
Log: Texture DecayedS.Trim.Duct2a
Log: Texture Foom100.Concrete.conc12
Log: Texture Foom100.Trim.T2
Log: Texture Slums.Concrete.Conc27
Log: Texture Foom100.Floor.DeepCore_xpr-36
Log: Texture PlayrShp.Floor.Flrwka
Log: Texture Foom100.Concrete.grint
Log: Texture Foom100.Trim.i-beamrust
Log: Texture PlayrShp.Base.Blakm_d
Log: Texture MyLevel.Trim.PaneledWindow
Log: Texture Foom100.Wall.stripes
Log: Texture Foom100.Concrete.RAIN3
Log: Texture MyLevel.Walls.ScorchedWall
Log: Texture Foom100.Deco.grtblock
Log: Texture Foom100.Deco.DANGER32
Log: Texture Foom100.Trim.SG_smalltrim1
Log: Texture Foom100.Trim.i-beam
Log: Texture PlayrShp.Base.Bstl23c1
Log: Texture Foom100.Deco.Pitorespanel3
Log: Texture Foom100.Trim.pipetrim1
Log: Texture Foom100.Deco.Square
Log: Texture Slums.Lights.Light8
Log: Texture DecayedS.Mask.dmesh4m
Log: Texture MyLevel.Trim.PaneledWindowAngled
Log: Texture DecayedS.Wall.dWallC1
Log: Texture DecayedS.Floor.FLOOR8F
Log: Texture Foom100.Floor.floor1
Log: Texture Foom100.Wall.pillar1
Log: Texture DecayedS.Floor.FLOOR8
Log: WetTexture FireEng.PitLava
Log: Texture PlayrShp.Base.vbase1
Log: Texture Foom100.Wall.himetal6
Log: Texture DecayedS.Floor.dmFlor1a
Log: Texture Foom100.Trim.Pitoresmetal10
Log: Texture PlayrShp.Wall.Panel6c
Log: Texture MyLevel.Walls.Black
Log: Texture DecayedS.Switch.DSWITCH4
Log: Texture Foom100.Door.Door1
Log: Texture MyLevel.Door.MetalDoor_SF
Log: Texture MyLevel.Walls.MetalPlate_Rust
Log: Texture MyLevel.Windows.ShopGlass
Log: Texture genfluid.lava.Lava2a
Log: Texture Botpack.Ammocount.AmmoCountBar
Log: Texture MyLevel.Trim.h_trim_32
Log: Texture MyLevel.Deco.Map
Log: Texture genfluid.Lava2a
Log: Texture MyLevel.Deco.DS_PickUp
Log: Texture Foom100.Wall.sspx2ru5
Log: Texture DecayedS.Deco.dHull5
Log: Texture MyLevel.Deco.OrangeSquareLight
Log: Texture PlayrShp.Floor.Warn
Log: Texture MyLevel.Deco.AirDuctRust
Log: Texture Foom100.Wall.sspx2ru6
Log: Texture MyLevel.Deco.Fan1
Log: Texture DecayedS.Deco.DVent
Log: Texture PlayrShp.Deco.Flrwkb
Log: Texture Foom100.Mask.Zaun
Log: Texture PlayrShp.Pillar.Panels9
Log: Texture PlayrShp.Base.Bumpmetl
Log: Texture PlayrShp.Deco.Slotted2
Log: Texture MyLevel.Walls.KilnSign
Log: Texture Foom100.Floor.Morbias314
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by UnrealGGecko »

Played it, don't really have that many nitpicks with this one lol, was interesting seeing loop mover doors in a DM map, thought I was playing BT for a sec :lol2:

:gj:
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Re: RELEASED... DM-KilnWorks3993

Post by browndl »

UnrealGGecko wrote: Sat Feb 17, 2024 8:46 pm Played it, don't really have that many nitpicks with this one lol, was interesting seeing loop mover doors in a DM map, thought I was playing BT for a sec :lol2:

:gj:
Thanks! Was just trying to find a unique way to offer cover in that particular hallway other than the ubiquitous crate.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by papercoffee »

I must say I like the slightly minimalistic visuals... now I need to play test it.
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Re: RELEASED... DM-KilnWorks3993

Post by Red_Fist »

Seems that's the way I end up making maps,,,all the sudden,,,,you get an idea from some old test map.
Just a comment from the 3rd pic down, is the lighting with that arrangement and one of my ideas, LoL
(Your lighting is fine)

But, Take two staticspot lights and reduce the "cone size" like maybe 32 or much less, and small radius and very bright, then point them at the floor, two for each florescent light.
Then, get another light set to omnibumpmap, I do in a lot of areas depending on the area. Small radius like 4 or less and min of 128 brightness or more or colors.

So when you walk under it, it will make the (meshes) skin glow and the spotlights will not brighten up the room or ceiling conveniently at the same time.
Then add a low brightness larger radius for the full room, enough to look correct from what those lights would brighten the room.
So it's kind of like, not adding lighting to a room just to get away from the dark, it's more like lighting the room in comparison to what the starting existing light would brighten the whole room because the walls will still be black or too dark.
But not have to saturate the whole room as a regular light but using actual cones of light as a real light would. You can set that cone just right, with radius, then the omni light that will go dark either side of the light radius of 4-ish or less and brighter. (I use them a lot)

You would have to test some spot out sometime just to see if it's worth doing, but it does add another aspect of 3D.
Like small narrow windows of daylight, I would use those omnibumpmap lights by each one so you (and others) can see yourself getting brighter and darker as you run past, and point a very bright static spot as the daylight bright spot on the floor-wall.
And using lights close to the floor looks funky to simulate a bright spot from another light above. It also doesn't look natural for the ceiling to be lit around a light. That is why starting out with a light that don't light anything, then add ambient lights, more control.

Pretty sure you know this stuff, but it's just a concept on adding that subliminal 3D thing that gives a map a certain look. :rock:
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Re: RELEASED... DM-KilnWorks3993

Post by browndl »

The darker patch in the 3rd pic is an elevated platform above the floor to the right, and connecting to a doorway to the left, leading to a brightly lit passage with a different, lighter texture on its floor surface. The platform is again, intentionally darker and the floor itself has a dark material applied. This map has a few hundred lights all thought out and purposefully placed. I appreciate all the comments. Any thoughts on how it plays?
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by sektor2111 »

Okay, let me tell you different.
I examined Textures over 256×256. I changed that "BC3" Texture called "Map" into "BC1" - like the rest of them. And then ? And then I played map 8-10 times without any issue.
Report wrote: MyLevel.Walls.MetalPlate_Rust Mips = (0,1024,1024,2886154,23569800,281360712,180018,0,0,0,0) Length = 55 format = TEXF_BC1 CompMips = (55443492,1024,1024,2570,23569800,281360712,-1578298,55443492,524288)
MyLevel.Walls.KilnSign Mips = (0,1024,1024,2570,23569800,281360712,10730347,0,0,0,0) Length = 54 format = TEXF_BC1 CompMips = (58064932,1024,1024,2570,23569800,281360712,-12128627,58064932,524288)
MyLevel.Windows.ShopGlass Mips = (0,1024,1024,4393482,23569800,281360712,2302090,0,0,0,0) Length = 56 format = TEXF_BC1 CompMips = (57475108,1024,1024,198183434,23569800,281360712,-3700370,57475108,524288)
MyLevel.Trim.PaneledWindow Mips = (0,1024,1024,2570,23569800,281360712,8098462,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,9496742,0,0)
MyLevel.Trim.PaneledWindowAngled Mips = (0,1024,1024,2570,23569800,281360712,5994911,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,7393191,0,0)
MyLevel.Walls.ScorchedWall Mips = (0,512,512,4393225,23569800,281360712,5468681,0,0,0) Length = 52 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,5818367,0)
MyLevel.Screenshot3 Mips = (0,512,512,2313,23569800,281360712,14747996,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,15097682,0)
MyLevel.Screenshot2 Mips = (0,512,512,2313,23569800,281360712,14222325,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14572011,0)
MyLevel.Door.MetalDoor_SF Mips = (0,512,512,2313,23569800,281360712,10201792,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,10551478,0)
MyLevel.Screenshot Mips = (0,512,512,2313,23569800,281360712,13696649,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14046335,0)
MyLevel.deco.Map Mips = (0,512,512,5441801,23569800,281360712,4435860,0,0,0) Length = 52 format = TEXF_BC3 CompMips = (0,512,512,280365321,23569800,281360712,4785546,0)
I Repeat: object called "Bitmap" in 469 is different from prior versions - "it shouldn't be modified" but it was modified, adding new variables which weren't there, returning "benefits" for prior versions that won't know new data, exactly as UT doesn't deal with 227 assets, some of those 227 works were locking down UT clients. Personal thoughts: I think ALL 469 textures are now using some of those new variables, if not all of them... In recent days I saved a random map from 469 and the same map from 436. Map generated by 436 is smaller than map saved from 469. Why map saved by 469 is bigger, it's my question concerning that "backward-compatible" story.

After eliminating potential problems I went to play with some Bots (my Bots) - great flow. I lost matches, I won matches, to me it seems well defined. MBot will use Translocator even where plain Bot has no business with that and then... I find this map usable.
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Re: RELEASED... DM-KilnWorks3993

Post by Baardman »

i like that rotating mechanic thing in the ceiling at 0:16.
More like that please. would be cool to have a more realistic industrial place as map. something like a foundry or something.
no idea if it already exist.
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Re: RELEASED... DM-KilnWorks3993

Post by darksonny »

How the hell can I get the big damn redeemer in that room with that ugly mo-mo-monster? xd
pd: Please!
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Re: RELEASED... DM-KilnWorks3993

Post by browndl »

sektor2111 wrote: Sun Feb 18, 2024 7:28 am Okay, let me tell you different.
I examined Textures over 256×256. I changed that "BC3" Texture called "Map" into "BC1" - like the rest of them. And then ? And then I played map 8-10 times without any issue.
Report wrote: MyLevel.Walls.MetalPlate_Rust Mips = (0,1024,1024,2886154,23569800,281360712,180018,0,0,0,0) Length = 55 format = TEXF_BC1 CompMips = (55443492,1024,1024,2570,23569800,281360712,-1578298,55443492,524288)
MyLevel.Walls.KilnSign Mips = (0,1024,1024,2570,23569800,281360712,10730347,0,0,0,0) Length = 54 format = TEXF_BC1 CompMips = (58064932,1024,1024,2570,23569800,281360712,-12128627,58064932,524288)
MyLevel.Windows.ShopGlass Mips = (0,1024,1024,4393482,23569800,281360712,2302090,0,0,0,0) Length = 56 format = TEXF_BC1 CompMips = (57475108,1024,1024,198183434,23569800,281360712,-3700370,57475108,524288)
MyLevel.Trim.PaneledWindow Mips = (0,1024,1024,2570,23569800,281360712,8098462,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,9496742,0,0)
MyLevel.Trim.PaneledWindowAngled Mips = (0,1024,1024,2570,23569800,281360712,5994911,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,7393191,0,0)
MyLevel.Walls.ScorchedWall Mips = (0,512,512,4393225,23569800,281360712,5468681,0,0,0) Length = 52 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,5818367,0)
MyLevel.Screenshot3 Mips = (0,512,512,2313,23569800,281360712,14747996,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,15097682,0)
MyLevel.Screenshot2 Mips = (0,512,512,2313,23569800,281360712,14222325,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14572011,0)
MyLevel.Door.MetalDoor_SF Mips = (0,512,512,2313,23569800,281360712,10201792,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,10551478,0)
MyLevel.Screenshot Mips = (0,512,512,2313,23569800,281360712,13696649,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14046335,0)
MyLevel.deco.Map Mips = (0,512,512,5441801,23569800,281360712,4435860,0,0,0) Length = 52 format = TEXF_BC3 CompMips = (0,512,512,280365321,23569800,281360712,4785546,0)
I Repeat: object called "Bitmap" in 469 is different from prior versions - "it shouldn't be modified" but it was modified, adding new variables which weren't there, returning "benefits" for prior versions that won't know new data, exactly as UT doesn't deal with 227 assets, some of those 227 works were locking down UT clients. Personal thoughts: I think ALL 469 textures are now using some of those new variables, if not all of them... In recent days I saved a random map from 469 and the same map from 436. Map generated by 436 is smaller than map saved from 469. Why map saved by 469 is bigger, it's my question concerning that "backward-compatible" story.

After eliminating potential problems I went to play with some Bots (my Bots) - great flow. I lost matches, I won matches, to me it seems well defined. MBot will use Translocator even where plain Bot has no business with that and then... I find this map usable.
Hey man, thanks again for the time spent playing the map and writing out your comments. I cannot say I really understand what it is you are going on about. I did finally see where you are referring to a texture in 'MyLevel', a texture I made using the same process I use to make all my textures. Photoshop, flattened layers, saved as bitmap, imported into MyLevel. I do not know why that one came in as a BC3. As far as 436 and 469 and 227 or whatever I have no idea. I am using 469d - Release, I have been using 469d since its beta. I did not acquire anything from 'other maps', old or otherwise, with the exception of the Foom100 textures. And again any non-stock textures used, I made. My bots play fine as well, exlocking in all the places they are supposed to. And about this statement you made, "I find this map usable"... I reckon that is the nicest thing you have ever said to me. Have a great day.

@darksonny Now why would you want to go into that room with the big O' brute in there? He would kill you. LOL Sorry, that area is just for show.

@Baardman That sounds fantastic to me.

Thanks everyone for the comments.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
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Re: RELEASED... DM-KilnWorks3993

Post by OjitroC »

I think the issue may be that textures with the format TEXF_BC3 are not compatible with certain renderers in 436. I'm don't think I've seen this mentioned anywhere before and so it is something for all mappers to bear in mind when using the Editor in 469d.

I played the map for quite a while in 436 and had no issues (runs fine of course in 469).

A very nice DM map - plenty of action, good flow and, as always, well thought out and nicely executed design :gj:
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