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ut4_skyjumps_beta1 (and beta2) Rate Topic: -----

#1 User is offline   Daedalus Icon

  • Account: daedalus
  • Joined: 28-February 10
  • Posts: 88

Posted 08 March 2009 - 12:49 AM

Hi

Here's my first map,  Link: ut4_skyjumps_beta1

<edit>
FOR BETA2: -> Link -> ut4_skyjumps_beta2 is now available.
</edit>

Screenshots:

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I wanted to make an open and communal style of jump map thats not too hard, so here is my first try. Please let me know if you find any bugs or have any problems (this is the first public release, so it may be buggy), and if you like it of course speak up too ;)

Any suggestions for beta2 would be great!

Enjoy,

Daedalus
daedalus(AT)email.mqcd.fr

P.S. With a really open map like this, where pretty much every leaf-node is visible from every other, is there any hinting that could be done to increase performance, or would that just result in things not being drawn when they should be. (Because the leafnodes are all visible and all detail and structure would be drawn anyway, i made most brushes detail to reduce compile time in this version).

<edit>
P.P.S. Although this is a beta, please feel free to share/host this map on your servers. I want to wait a little bit to get a good list of changes before beta2 comes out. (beta1 is pretty playable from what i've seen so far)
</edit>

#2 User is offline   3o01 (old) Icon

  • Joined: 07-January 09
  • Posts: 361
  • LocationNew Jersey

Posted 08 March 2009 - 03:08 AM

Screenshots?  :?

#3 User is offline   Muffie Icon

  •   QA member   
  • Account: muffie
  • Country:
  • Joined: 28-February 10
  • Posts: 3,313

Posted 08 March 2009 - 05:28 AM

theres a setting within radiant worldspawn that creates vis distance while in the map(kinda looks like fog)

mainly used in large open space maps for quake3/defrag

but it would prolly make jumps much harder if u can't see the whole thing.

#4 User is offline   wraith4.x (old) Icon

  • Urban Soul
  • Joined: 18-November 07
  • Posts: 1,374
  • Locationthe depths

Posted 08 March 2009 - 10:00 AM

cool map.. :-)

#5 User is offline   xSm3agol Icon

  • Account: xsm3agol
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  • Joined: 01-March 10
  • Posts: 237

Posted 08 March 2009 - 11:03 AM

Yes its nice :) nice but easy a little xD

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#6 User is offline   Daedalus Icon

  • Account: daedalus
  • Joined: 28-February 10
  • Posts: 88

Posted 08 March 2009 - 11:13 AM

Lol, for you maybe... :-D I still maintain that it has turned out a bit harder than i originally intended :)  :-P (I wanted a "learn to jump" map, but i think that it is a little too tricky for outright beginners), tho there is the practice bit at the start.

#7 User is offline   apath0 (old) Icon

  • Joined: 06-July 07
  • Posts: 101

Posted 08 March 2009 - 05:30 PM

nice map indeed!

#8 User is offline   Daedalus Icon

  • Account: daedalus
  • Joined: 28-February 10
  • Posts: 88

Posted 08 March 2009 - 09:42 PM

Thanks guys.

It's really great to see it getting played after living in radiant for so long :) :)

#9 User is offline   Delirium Icon

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  • Account: delirium
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  • Posts: 5,416

Posted 08 March 2009 - 09:52 PM

Very nice of you to put some detail into your work

Originality beats all here good job

#10 User is offline   Daedalus Icon

  • Account: daedalus
  • Joined: 28-February 10
  • Posts: 88

Posted 10 March 2009 - 03:36 PM

Here's a question for those who have played the map, in beta2, should i prevent the lemming on the 17th jump (the tops of the sloping platforms of the 'slope jump' style jump), or does it add a bit of spice to the map as it is?

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