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RIP [RELEASE] Rate Topic: ***** 3 Votes

Release version finally!

#1 User is offline   spazzattack Icon

Posted 31 January 2010 - 11:41 PM

This map has been going solidly for a while so this is final release.
I finally got round to updating!
If you have old version please update!
ut4_rip_release.pk3

Release changes:

Map room made more useful/obvious
More sounds
Climbing the bell ropes is now feasible
Some FPS optimisations
CTF flags more accessible
Gated off edge of the world
Some glass shaders improved.

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Posted Image
Posted Image

This post has been edited by spazzattack: 17 July 2011 - 07:13 PM


#2 User is offline   SubJunk Icon

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Posted 01 February 2010 - 12:38 AM

Looks interesting!

#3 User is offline   ObScUrE Icon

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Posted 01 February 2010 - 12:53 AM

I will try it out. 8)

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#4 User is offline   NulL Icon

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Posted 01 February 2010 - 01:45 AM

Well its certainly dark, it looks nothing like those screenshots unless I set the gamma to about 2.

#5 User is offline   Durandal Icon

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Posted 01 February 2010 - 01:46 AM

Well... the open spaces are a little too... open. Some more things to hide behind or under would be nice since there seems to be an emphasis on sniper posts. Often churches had covered walkways, that might be an idea. Trellised garden areas might be cool too... where you could sorta kinda see through the trellising and fire through it. Or even just areas of more densely packed trees to hide behind and under.

Also, some areas seem a little TOO dark still. More street lights outisde and candles inside would make it seem dark without losing all the detail in the level.

Having the bottom of the bridges teleport you seems like an odd choice.

An underwater passage would be really cool... you could do a couple of them that have offset entrances into the canal that would lead to areas perpendicular to the canal itself.

For TDM and FFA I'd like to see a catacombs area underneath... it might even be a way to connect the underwater canal entrance that I suggested earlier.

Overall... very cool map. Most mappers try things like this and I'm always left irritated they didn't include little details... but things like the working radio... the bells that sound when you climb the ropes... even the ticking clock on the tower... very nice details that really step up the map's feel. Good stuff!
"On a long enough time line, everyone's survival rate drops to zero..." --Tyler Durden

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#6 User is offline   Piano Man Icon

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Posted 01 February 2010 - 02:01 AM

Definitely looks interesting, will try it out later tonight.
“And they'll say, ‘Man, what are you doing here?’”

#7 User is offline   mitsubishi Icon

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Posted 01 February 2010 - 02:04 AM

i sense the morbid feeling is needed in urt.

gief also a dracula movie sound when dying. "muahahahahaha..!"


shieeeeet, that's hilarious, give ability to mappers to give their own audio on death, on team defeat, etc.

#8 User is offline   SubJunk Icon

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Posted 01 February 2010 - 03:42 AM

View Postmitsubishi, on 01 February 2010 - 02:04 AM, said:

give ability to mappers to give their own audio on death
Try falling to your death on Metropolis, it's awesome

#9 User is offline   guachsauron Icon

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Posted 01 February 2010 - 04:52 PM

I like it, the map has a lot of secrets and funcs. :P
Are missing some separators at some limits, because you can see the end of the map brushes, and add surface sounds. ;)

#10 User is offline   mitsubishi Icon

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Posted 01 February 2010 - 05:45 PM

I looked at it a bit yesterday, it seems to be very good to begin with and it will be helped a lot by a lot of refinement. Refinement in textures, refinement in models, etc. More color.

And the scaling is wrong in the playground especially.

This post has been edited by mitsubishi: 01 February 2010 - 05:46 PM


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