A level in UT

Started by Buckethead, Sun 05/11/2006 10:43:13

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Buckethead

I'm not sure if this is the right place to post this. Since this is an adventure game community and an UT one. But still , I feel I'm getting the best and serious critics here.

http://www.filefactory.com/file/c4889f/

It's a part of a bigger project. And it's also a rather weird game type called Bunnytrack. Bunnytrack is like Capture the flag only you have to go through a course of obstacles to reach to flags. In my part of the map there are no flags because it's not the ending of the map. I'm pretty sure this will be confusing for you but please try to make the best of it.

thnx in advance

ildu

How about some screenshots? I probably won't download, install, customize and play UT just to see your level :).

ManicMatt

Me too, I don't have UT. But my mate loves it.. shame he's not online at the moment eh!

Unless someone has UT I don't see how we can help, I guess. *scratches head*

Buckethead

here are some shots:





I actually expected that alot of people here would have UT...

wrong?

Damien

The level design is pretty solid. I think Unreal engine can handle more details on modern computers though.

When you said CTF, I thought I would be able to test it with bots, but it seems there are no paths written for them. Also, just one spawnpoint creates a nice little telefrag fest.
After spectating through the level I figured this was a single player game mode (?) because all of the platforms and shootable (? again) buttons that aren't coded yet.

In play mode, I managed to jump on the crate and jump again in the window. Is this the idea behind the gamemode, trickjumping?

Also, you can shoot through the glass (literally, there is no collision), but you can't break it or pass through it.

Buckethead

indeed, I think it can handle more detail too. But what else can I add? Any suggestions?

I said CTF because I was trying to explain what Bunnytrack was. There is no botpath in the map because bots can't do the course of obstacles. There is only one spawn point because this level is part of a bigger map. When all the map parts are done we put them all togheter as one big map. Someone else makes the spawn room (or start , if that sounds more clear).

The buttons at the end don't work yet because I didn't make the doors that should open then yet. And yes , in Bunnytrack you are suppose to jump al around and complete different obstacles.

I haven't really looked at the glass...
I'll fix that.   

Damien

Quote from: Mr. BuckétheadBut what else can I add? Any suggestions? 

-Damaged areas of the walls and rubble on the floor under them,
-window sills,
-more detail on the arches,
-loose stones on the floor (like the ones used to make the wall),
-dirt piles in corners,
-a well,
-some plants in stone planters,
-...

Whatever you think fits the map.

Buckethead

thnx, that are really nice suggestions!  :) I'll see what I can do.

LGM

I think anyone who can make a map that's not a large, grey box deserves a round of applause.
You. Me. Denny's.

BOYD1981

i've made several UT maps and am working on a large map on and off (more off), i find it's best to not get too caught up in little details until you've got the basic idea down, then you can start adding decorations and more coloured/ambient lighting.
i've not downloaded the map yet but i'd suggest that if that outside area in the first shot is supposed to be snow then add some bumps and maybe some falling snow.

Limey Lizard, Waste Wizard!
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Buckethead

I tried to give the snowy part more depth already but it looks ughly with the light. btw which maps did you make? I'm interested. Are they on nalicity ?

BOYD1981

i haven't officially released any of my maps anywhere but i've uploaded 3 of them to my site:
DM-Deck1981 is based on Deck-16 (not just a remake/retexture) and was the first map i finished.
DM-1981-Temple is some kind of ancient ruined temple, the design is a bit basic but it's a good map to play on.
DM-1981-MountainTemple is a larger non-ruined version of the Temple map with more areas.
there shouldn't be any problems with missing files as i build any custom textures/sounds/music into the map (except for Deck1981 which comes with the umx file), and all the maps have botpathing but they might get stuck in certain places.
most of my other maps are either unfinished, remakes or just for fun.
one map i was originally designing for CTF but kinda evolved into something else is dm-thectf18 it has a few traps (that kinda don't work if you're playing by yourself), a swinging axe hallway and a few other surprises. it doesn't have any botpathing though as it's still very much a work in progress.

Limey Lizard, Waste Wizard!
01101101011000010110010001100101001000000111100101101111011101010010000001101100011011110110111101101011

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