My first UT99 map, a medium-sized DeathMatch arena for 2-10 players with a neoclassical/brutalist aesthetic. Comes with bot support. More information is listed in the included readme.
Constructive criticism and feedback would be greatly appreciated.
DM-Abraxas
-
- Novice
- Posts: 3
- Joined: Wed Dec 11, 2024 4:27 am
-
- Godlike
- Posts: 10541
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
-
- Skilled
- Posts: 202
- Joined: Wed Jun 09, 2021 12:13 am
Re: DM-Abraxas
This level is pretty cool, I really like the simplicity of it, the music is great as well.
However there are some issues I found:
-The bot support isn't perfect, bots cannot go up the staircase that has the healthvials, because the inventory spots are too high. Bots don't go for the Redeemer, this can be fixed with an extra LiftExit where the Redeemer is. Also the bots could go after the Big Keg O' Health with a JumpSpot and a LiftExit-Center connection.
-The level has no JumpSpots, so bots don't use the Impact Hammer or the translocator if it's enabled.
-The elevators are Crush when encroach, however this doesn't affect bots, I recommend to change all elevators to Ignore when encroach, however you need to add extra pathnodes so bots don't get stuck in the hole where the elevators are resting. It will also be a good idea to change the elevators so a trigger activates them, and this trigger can reactivate by changing the RepeatTriggerTime value.
-Also the elevator's lighting is buggy because the red cross (the pivot) is in a corner, change the pivot to the center vertex.
-The secret area that has the teleporter to get the Big Keg O' Health should be a different zone and it should hurt you, otherwise players could hide there when playing Last Man Standing
-The player start placement is weird, there are too many player starts too close to each other, I recommend to reduce the number of player starts and make sure they are far away from each other.
-The texture choice and alignment of that hawk brush is bad, if you are using the 469 editor you can try fixing it by using align to floor and align to x or y .
-Some item's default properties were changed, this causes issues with mutators because those changes get erased, the Big Keg O' Health being invisible is a bad idea as well.
Even with all this issues this level is still pretty good. It's a really good map especially considering it's your first map. Well done
However there are some issues I found:
-The bot support isn't perfect, bots cannot go up the staircase that has the healthvials, because the inventory spots are too high. Bots don't go for the Redeemer, this can be fixed with an extra LiftExit where the Redeemer is. Also the bots could go after the Big Keg O' Health with a JumpSpot and a LiftExit-Center connection.
-The level has no JumpSpots, so bots don't use the Impact Hammer or the translocator if it's enabled.
-The elevators are Crush when encroach, however this doesn't affect bots, I recommend to change all elevators to Ignore when encroach, however you need to add extra pathnodes so bots don't get stuck in the hole where the elevators are resting. It will also be a good idea to change the elevators so a trigger activates them, and this trigger can reactivate by changing the RepeatTriggerTime value.
-Also the elevator's lighting is buggy because the red cross (the pivot) is in a corner, change the pivot to the center vertex.
-The secret area that has the teleporter to get the Big Keg O' Health should be a different zone and it should hurt you, otherwise players could hide there when playing Last Man Standing
-The player start placement is weird, there are too many player starts too close to each other, I recommend to reduce the number of player starts and make sure they are far away from each other.
-The texture choice and alignment of that hawk brush is bad, if you are using the 469 editor you can try fixing it by using align to floor and align to x or y .
-Some item's default properties were changed, this causes issues with mutators because those changes get erased, the Big Keg O' Health being invisible is a bad idea as well.
Even with all this issues this level is still pretty good. It's a really good map especially considering it's your first map. Well done
Somewhere in Nevada...
-
- Masterful
- Posts: 523
- Joined: Sat Sep 13, 2008 10:24 pm
Re: DM-Abraxas
the second pic, the lightning is very odd few spotlights there. ii should be some darkness level around the light where it comes from
edit: played the map, looks very fun, lightning is fine, maybe the picture did look very rare or so... forget my feedback.
edit: played the map, looks very fun, lightning is fine, maybe the picture did look very rare or so... forget my feedback.
-
- Skilled
- Posts: 190
- Joined: Tue Aug 16, 2022 1:12 am
Re: DM-Abraxas
Attempted to download and got a virus detected warning.
UT99 DM-EchoCanyons:DM-WaterTreatment1565: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
-
- Adept
- Posts: 352
- Joined: Thu Mar 25, 2010 6:00 pm
- Personal rank: UMS R&D CEO
-
- Godlike
- Posts: 6460
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: DM-Abraxas
Not very true...
Such Movers are affecting Bots if they are set correctly with some "encroachdamage" and "BT_PawnBump".
Edit:
As for making more valid Paths over "HealthVials" on stairs, Editor will do them if you are aware how to fool it correctly according to the size of "Scout", using some pre-pathing tweaks - I usually call "MapGarbage" builder tool for Editor which is helpful at this point (this is why I wrote such a function over there). Not only on stairs but also on narrow edges nearby walls, Editor will create NORMAL paths not what it does with its fascinating Scout.
Last edited by sektor2111 on Thu Dec 12, 2024 4:35 pm, edited 2 times in total.
-
- Skilled
- Posts: 224
- Joined: Tue Mar 23, 2021 11:38 pm
Re: DM-Abraxas
Nice looking map. Very Escher-ish. Monochrome color pallette, offset angular geometry. Skybox looks familiar.
That's your first map? Can't wait to see the next one.
Good job!
"I am the new number 2"
--Leo McKern
That's your first map? Can't wait to see the next one.
Good job!
"I am the new number 2"
--Leo McKern
-
- Experienced
- Posts: 122
- Joined: Tue Feb 12, 2019 4:19 am
- Location: Somewhere, in a galaxy far, far away...
Re: DM-Abraxas
Pretty good job you've done for this being your first map (better than TDK-BlackZone was for me, for sure).
"I am the Alpha and the Omega." ~Xan Kriegor
-
- Average
- Posts: 51
- Joined: Fri Mar 01, 2024 10:55 pm
- Personal rank: Private
Re: DM-Abraxas
I like it - it's fast and visually appealing. Makes for a good break from a "bathroom" style of map (where the players are way smaller then the environment).
Should fit right in with my server (Otto's Playhouse).
oTTo
Should fit right in with my server (Otto's Playhouse).
oTTo
-
- Inhuman
- Posts: 916
- Joined: Tue Feb 25, 2014 12:32 pm
- Personal rank: Soulless Automaton
- Location: France
Re: DM-Abraxas
Any relationship with the housing complex espaces d'Abraxas in France?
You must construct additional pylons.
-
- Novice
- Posts: 23
- Joined: Sun Mar 17, 2024 12:05 am
Re: DM-Abraxas
This map changed my life. I was single and lonely until my crush saw me rocking this on my server. When she saw the hawk's texture alignment she recognized my superior taste in maps and mutators and was all over me. Then everybody clapped.
Last edited by IRSAgent on Sat Dec 14, 2024 9:35 pm, edited 1 time in total.
-
- Godlike
- Posts: 10294
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: DM-Abraxas
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Novice
- Posts: 3
- Joined: Wed Dec 11, 2024 4:27 am
Re: DM-Abraxas
Thanks for the kind words and detailed feedback everyone. I've got another mapping project I'm working on right now, but eventually I plan on coming back and and cleaning up the bot pathing/adding more detail/tweaking the player and item spawns for a V2 release.
Yes, that building was one of the initial inspirations I had for the design, although the final product kind of evolved into something else.Hellkeeper wrote: ↑Fri Dec 13, 2024 10:25 am Any relationship with the housing complex espaces d'Abraxas in France?
-
- Godlike
- Posts: 10294
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: DM-Abraxas
Overall map looks great, bots go everywhere and the music is nice.
Even found this one...
...little hiding place.
Some odd visuals, staircase for some reason the health vials aren't always visible.
Some of the weapons fire in places blurs out players into bright displays.
That doesn't happen on most maps, no idea what's causing it... and it's not bad, except for the vials.
Even found this one...
...little hiding place.
Some odd visuals, staircase for some reason the health vials aren't always visible.
Some of the weapons fire in places blurs out players into bright displays.
That doesn't happen on most maps, no idea what's causing it... and it's not bad, except for the vials.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins