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ut4_roma Rate Topic: -----

#1 User is offline   Cvwxk Icon

  • Account: cvwxk
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Posted 03 June 2011 - 01:33 AM

Map I've been working on for a little while. Decided to release a beta for it. There are only spawns for ctf, ts, and tdm for now. Its a fast pace symmetric map with CTF in mind. Feedback is welcome. Download ut4_roma_beta2B here courtesy of slackin.
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This post has been edited by Cvwxk: 14 June 2011 - 01:45 AM


#2 User is offline   SubJunk Icon

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Posted 03 June 2011 - 03:01 AM

Looks great

#3 User is offline   Rayne Icon

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Posted 03 June 2011 - 05:55 AM

It looks great, but it think textures should be more white stone than that yellow sand stone.
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#4 User is offline   Swiiitan Icon

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Posted 03 June 2011 - 09:10 AM

O, a mirrored map. Rylius will kill you :D
haha it looks cool :)
Ingame: Swiiitan
Clan: **Saft

#5 User is offline   MajkiFajki Icon

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Posted 03 June 2011 - 09:48 AM

Nice layout - like this "edges of the map routes" :laugh:
As for design - map is empty - check Clatoo's Maximus Imperator:
http://www.urban-zon...=details&id=164

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#6 User is offline   Haydugjr Icon

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Posted 03 June 2011 - 03:02 PM

View PostRayne, on 03 June 2011 - 05:55 AM, said:

It looks great, but it think textures should be more white stone than that yellow sand stone.
*snip*


I think the white would look better as well, however there should still be some yellow sandstone in places to create variety. I like this map, reminds me of Assassin's Creed :D. I recommemnd throwing in some magical FPS reducing flowers in the small areas of grass next to buildings.
Sorry, Caps-Lock broke there for a minute.

#7 User is offline   NulL Icon

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Posted 03 June 2011 - 06:14 PM

I think I remember this map from years ago, its certainly got potential.

Heres a few points:
  • All textures must be power of two resolution, including the levelshot.

  • Don't include common.shader or any common textures in your pk3 files.

  • You don't need to redistribute textures that are in the main urban terror pk3 files. (env/roma is the same as env/casa2)

  • You might like to make each base more visually different so people know which base they are in immediately without having to think about it.

  • Personally I'd move the ctf spawns into a safer area, maybe create one or two dedicated ctf spawn areas. Having everyone spawn together at the corner of a long corridor doesn't feel right to me.

  • I notice you haven't created proper gametype spawns, I'll drop you a link to my creating spawns document when we get it online.

  • You've probably got a few too many target_locations, but I doubt it'll be an issue.


The layout seems nice and simple, you just need to pretty it up now :biggrin:

#8 User is offline   MajkiFajki Icon

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Posted 03 June 2011 - 06:16 PM

See? If Null says Your map has potential, now You MUST finish it! :happy:

Told You layout is nice.

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I notice you haven't created proper gametype spawns, I'll drop you a link to my creating spawns document when we get it online.


I was going to start topic about follow the leader spawn points... :happy:

#9 User is offline   Cvwxk Icon

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Posted 14 June 2011 - 01:44 AM

Made a lot of updates to the map. Moved the spawns back into a spawn room in the halls, changed the layout a bit, added in gametype spawns. I want the map to be quite open. I don't want a lot of junk around. Really meant to be play in competition, but hey, its pretty fun anyways :)
Still needs some detail added to it, and there is an issue with vis rendering something i'm trying to hide :b..but other than that, I think the layout is pretty set. I don't want to wash the map out in white. Feedback is welcome. :)
Roma_Beta2B can be downloaded here

#10 User is offline   MajkiFajki Icon

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Posted 14 June 2011 - 10:09 AM

View PostCvwxk, on 14 June 2011 - 01:44 AM, said:

Roma_Beta2B can be downloaded here


Link is dead

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