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ut4_intel_rc2 Rate Topic: -----

first map. tear it apart, please!

#1 User is offline   icarebecauseyoudo Icon

Posted 29 March 2011 - 03:02 PM

here's a link to a map or something! It's around 12MB.

So yeah, this is my first proper map. Was going for a sort of Goldeneye visual style but obviously laid out in a way that makes sense in UrT.

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Should support up to 16 players and will work in FFA, TS, FTL, CTF and Bomb. Done some playtesting with 4 people (no bot support). No idea how it comes together in terms of gameplay and fps with more players, though. I'm pretty sure spawn glitches are going to happen when more than 16 people show up too.

I know there's z-fighting happening with the glass, wasn't sure how to fix it until about 10 minutes ago (caulk the sides where it touches, apparently?). Also the city skybox is really low res and I couldn't find a higher quality one on the net that I liked AND making one myself would slay me. Other than that, please be brutal with your criticism!

First version (not indexed properly)
Second version (Release Client 2)

This post has been edited by icarebecauseyoudo: 20 April 2011 - 12:49 PM


#2 User is offline   Rayne Icon

  • Account: rayne
  • Joined: 28-February 10
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Posted 29 March 2011 - 03:07 PM

If you want this map to be tested online register on C.M.M. and I'll add it to the mapcycle.

BTW it looks very nice, I'll definitely run through it sometime today or tomorrow.

#3 User is offline   icarebecauseyoudo Icon

Posted 29 March 2011 - 03:12 PM

Thanks man. Just registered as my main name, "Intrinsic" :)

#4 User is offline   Rayne Icon

  • Account: rayne
  • Joined: 28-February 10
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Posted 29 March 2011 - 03:13 PM

Ok, downloading your map and adding it to the cycle :)

#5 User is offline   PureFilth Icon

  • Account: purefilth
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Posted 29 March 2011 - 03:13 PM

Had a quick look, really nice.
Lots of side places and such.

lol @ whats on the computer screens in the office :biggrin:
Don't like the textures on the chairs/desks there though.

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#6 User is offline   icarebecauseyoudo Icon

Posted 29 March 2011 - 03:26 PM

Looking at those screenshots I feel as though I need to make the lighting more even in the corridors and some other places instead of being all spotted. I'm thinking wider radius, lower intensity, and move the light entities further from the wall (cause I haven't really used any light-emitting shaders).

#7 User is offline   Rayne Icon

  • Account: rayne
  • Joined: 28-February 10
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Posted 29 March 2011 - 03:30 PM

I prefer shaders, can't get used to working with that entity.

#8 User is offline   icarebecauseyoudo Icon

Posted 20 April 2011 - 12:47 PM

Updated it a little bit, RC2 ahoy!

Made some minor changes to the lighting to make things more consistent and intuitive, made all the glass doors automatic and moved/removed some clutter because it blocked smooth movement. Also re-built the chairs to make them look a little more office-y.

Link added in the first post, but here it is also:
http://www.sendspace.com/file/gdaztr
The filesize is smaller cause I removed a lot of urt-native textures, but kept the 4.1.1 stuff in the pk3 for now, just for backwards compatibility.

This post has been edited by icarebecauseyoudo: 20 April 2011 - 12:47 PM


#9 User is offline   icarebecauseyoudo Icon

Posted 26 May 2011 - 11:51 AM

Some crits I've come up with after some playtesting and feedback from some rather cool guys:

- Radio locations would be a good idea (thanks Runamok!)
- Blue and red spawns may benefit from colour coding in some form.
- Third route between the two floors would add depth to the gameplay
- Doors should open a bit quicker.
- Exits and stairs in bottom floor should be lit more dramatically.

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