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ut4_beijing_b3 Rate Topic: ***** 1 Votes

#1 User is offline   skaz Icon

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Posted 03 June 2011 - 05:58 PM

Hello,

I'm working on a new map since about 4 months now. It's time to release a first beta version ! Some screenshots below plus download link.

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Download :
  • ut4_beijing_b3 - Mediafire (~25 Mo)

Feedbacks and comments are welcome ! :)

This post has been edited by skaz: 19 June 2011 - 11:02 AM


#2 User is offline   Swiiitan Icon

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Posted 03 June 2011 - 07:42 PM

finally :D
ima test this map straight away, looks gr8 by the pictures btw :D
Ingame: Swiiitan
Clan: **Saft

#3 User is offline   NulL Icon

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Posted 03 June 2011 - 08:31 PM

Super nice map skaz, I'm having to look really hard to find faults :)

  • Missing .arena file
  • Lanterns are missing an inside surface, you might want to make a cull none shader for them. (*See below)
  • The shade over the small lamps in the lounge and bathroom will probably look better opaque, theres some rendering issues going on with them currently.
  • I don't think the spawn doors open fast enough, I kept getting caught on them as I ran through. You could speed them up, or what I would do is split them in half and have one open rightwards and one leftwards.
  • I see you've mixed TS and FTL spawns entities, this might not be safe. TS spawns should always have their own entities. You might not get any problems if you mix them, but I guarantee you won't get any problems if you follow the rules. (We're adding a bunch of mapping tutorials to the website, they'll be public soon, there's a very concise description of making spawns in one of them.)
  • I see you included a .rad file but no _n or _b files (again?).
  • Some textures in the pk3 exist in the primary urbanterror pk3 files so they don't have to be redistributed. (eg sn_window')
  • Included watercaulk texture. (Yes, I'm getting picky now)
  • For better performance in 4.1 as well as future versions, I recommend compiling the BSP and VIS stages with an older version of q3map2, say 'fs_20g, and just compiling LIGHT with Radbummp_4a. The newer bumpy compilers change the way that surfaces are batched, which isn't an issue in future version because the surfaces are all re-batched later, but in 4.1 you end up with far too many surfaces than are desirable.


* Lanterns:
Whatever you do, don't write a shader for "models/mapobjects/br_chinatown/lantern*", write a unique shader (say "models/skaz/lantern*") and edit the md3 model to use this new shader. You don't want to change the model in everyone else's maps. To edit the texture/shader used by a model, you can either hex-edit the .md3 file, use NMD3C, or use the _remap key on the misc_model (this might be tedious as you have lots of misc_models to update). I'd use NMD3C personally.

(I laughed at intensity.jpg)

OK, I'm going for another look :)

#4 User is offline   nemesis Icon

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Posted 03 June 2011 - 08:39 PM

Very nice map Skaz. :o

#5 User is offline   heal Icon

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Posted 03 June 2011 - 09:29 PM

That looks really really good. You cant imagine how long I was looking forward to this.

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#6 User is offline   skaz Icon

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Posted 03 June 2011 - 09:33 PM

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • Missing .arena file

Ouuups. It will be fixed in the next version. I forget to add it to the /scripts/ folder.

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • Lanterns are missing an inside surface, you might want to make a cull none shader for them. (*See below)

* Lanterns:
Whatever you do, don't write a shader for "models/mapobjects/br_chinatown/lantern*", write a unique shader (say "models/skaz/lantern*") and edit the md3 model to use this new shader. You don't want to change the model in everyone else's maps. To edit the texture/shader used by a model, you can either hex-edit the .md3 file, use NMD3C, or use the _remap key on the misc_model (this might be tedious as you have lots of misc_models to update). I'd use NMD3C personally.

I didn't know how to fix it. Thank you!

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • The shade over the small lamps in the lounge and bathroom will probably look better opaque, theres some rendering issues going on with them currently.

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • I don't think the spawn doors open fast enough, I kept getting caught on them as I ran through. You could speed them up, or what I would do is split them in half and have one open rightwards and one leftwards.


I will set the same speed to open the spawn doors than the middle doors.

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • I see you've mixed TS and FTL spawns entities, this might not be safe. TS spawns should always have their own entities. You might not get any problems if you mix them, but I guarantee you won't get any problems if you follow the rules. (We're adding a bunch of mapping tutorials to the website, they'll be public soon, there's a very concise description of making spawns in one of them.)


I was used to read urtmapping wiki but it's still down. Posted Image
It will be fixed in the next version with different spawn entities.

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • I see you included a .rad file but no _n or _b files (again?).


I tried to generate *_b and *_n textures with Crazybump but it looked weird and textures were shiny in game. Moreover, the map size is already around 30 Mo. Add _b and _n textures means a map size around 70 Mo... I think I will release a dedicated .pk3 file with _b and _n textures.

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • Some textures in the pk3 exist in the primary urbanterror pk3 files so they don't have to be redistributed. (eg sn_window')
  • Included watercaulk texture. (Yes, I'm getting picky now)

Will these textures be still available in the HD version ?

View PostNulL, on 03 June 2011 - 08:31 PM, said:

  • For better performance in 4.1 as well as future versions, I recommend compiling the BSP and VIS stages with an older version of q3map2, say 'fs_20g, and just compiling LIGHT with Radbummp_4a. The newer bumpy compilers change the way that surfaces are batched, which isn't an issue in future version because the surfaces are all re-batched later, but in 4.1 you end up with far too many surfaces than are desirable.

Ok.

I really thank you for the feedbacks. Posted Image

This post has been edited by skaz: 03 June 2011 - 09:34 PM


#7 User is offline   Durandal Icon

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Posted 03 June 2011 - 09:40 PM

Absolutely gorgeous map. Only a couple of minor complaints... and one medium complaint heh.

The random clipping seems off to Me. Lots of platforms that look accessible but are invisible walls. The small platform that IS accessible... but the ramp to it doesn't work... but you can jump to it. That kind of thing.

Some darker areas would be nice... just stylistically.

The biggest thing I noticed is the giant pool of inescapable death water. That's just... weird. If you don't want people there... maybe fence it off? Or just make it regular water you can climb out of. Having a huge area that is not only inescapable, but looks like it has a platform on the other side... and then burns you like lava when you slip in... just seems... pointless.

Like I said... minor issues... Overall... very very nice map. Definitely going to try it out on My servers with some players soon. FPS seemed pretty solid to Me.
"On a long enough time line, everyone's survival rate drops to zero..." --Tyler Durden

#8 User is offline   Swiiitan Icon

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Posted 03 June 2011 - 11:16 PM

i share same opinion as durandal and iwe seen some small texture fails and that if u do some walljumps u can see other rooms and so that ur not supose to :P but im 2 lazy to upload the images xD
Ingame: Swiiitan
Clan: **Saft

#9 User is offline   nemesis Icon

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Posted 04 June 2011 - 12:07 AM

I agree with all of what Durandal said, but I'm also hoping you work some of these accessible platforms into the layout of your map (I think they're all camping positions at this time). Also, the map seems very 2 dimensional/flat and it could use a 3 dimension. I'm not sure how you would do this will out a major rework, but it's something I think you ought to consider (a porch that also acts a choke point/connector between the two sides, a wall you can over via boxes, stairs heading into a 2nd floor, etc.).

Anyways, a list of minor flaws I found...

be-1: box in the wall
http://i53.tinypic.com/35bxw94.jpg

be-2: I would personally try to avoid having the gate texture stick in the wall like this. It never quite looks right. Have you considered a few well placed posts on either side?
http://i54.tinypic.com/15rfdif.jpg

be-3: brushes are not lined up (small sliver apparent)

http://i52.tinypic.com/v62no1.jpg

be-4: odd shadow

http://i55.tinypic.com/34s5bf7.jpg

be-5: caulk visible? I'm not sure what happened here. :o

http://i56.tinypic.com/2jbr712.jpg

be-6: I would recommend bringing the ivy in closer to the wall. It doesn't quite look like it is "growing on the wall" at the moment.

http://i51.tinypic.com/2nk3sqa.jpg

be-7: overlapping brushes

http://i54.tinypic.com/2u6o5xj.jpg

be-8: texture mismatch

http://i53.tinypic.com/14bt7oh.jpg

be-9: texture mismatch

http://i55.tinypic.com/11tsx04.jpg

be-10: caulk visible in the corner beside the pole

http://i51.tinypic.com/2lkcwud.jpg

be-11: You may wish to fix this.

http://i55.tinypic.com/k2k0t3.jpg

be-12: caulk visible

http://i51.tinypic.com/1zvfvqh.jpg
http://i54.tinypic.com/358yzom.jpg

be-13: texture mismatch

http://i56.tinypic.com/2r5ylb9.jpg

be-14: having the separator cutting into the top beam just doesn't quite look right to me

http://i54.tinypic.com/nbuttu.jpg

be-15: This is being picky, but some will see the caulk under this table.

http://i52.tinypic.com/108b7yf.jpg
http://i53.tinypic.com/2eyg6qa.jpg

be-16: I would move this shred of news paper back and not have it go through the crate bottom.

http://i52.tinypic.com/s665mt.jpg

nem`

#10 User is offline   Durandal Icon

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Posted 04 June 2011 - 12:36 AM

Okay... so we played a few TDM rounds today... 2 - 10 players. Map flows pretty well... a few things about gameplay that were noticed:

1. people seem to come from everywhere. It's hard to tell where you are.. where the enemy spawns. Some of that is just getting used to a map... and might have been intentional... but it kinda started feeling like ffa after a while.

2. Spawns are unprotected. You can zip into the enemy spawn and camp because there's no sentry.

3. The metal gratings in the upside down U shaped half walls are partially weapon clipped. You can shoot through the center while hiding behind an invisible wall on the edges or bottom and it's nearly impossible for them to hit you. Kinda like the broken grating on eagle. They all seem to do it. Makes for an annoying camping spot.

Adding some more stuff in the streets might make it nice for cover... a cart like near the blue spawn on algiers... or some cars like on turnpike. Not obstructing the flow... but just giving some cover while you're moving.

Overall performance was good, and for the most part it was fun to play. A couple more "bugfix" style betas and a little emphasis on flow and this could be a map that stays on servers quite a bit.Good work.
"On a long enough time line, everyone's survival rate drops to zero..." --Tyler Durden

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