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View Full Version : UT2k3 Level - DM-Mayan


NeoNautica
09-05-2003, 02:18 AM
Finished my second UT2k3 level. It uses updated assets from my first map, CTF-Mayan. Map can be downloaded here. (http://www.unrealplayground.com/download.php?mapid=3792)

Some Screenshots:

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot07.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot06.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot05.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot04.jpg

NeoNautica
09-05-2003, 02:18 AM
More Screenshots:

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot09.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot10.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot03.jpg

http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot02.jpg

*Characters in these shots are ones that come with the game.

Lee3dee
09-05-2003, 02:34 AM
wow, looks really nice. Where can I download it ;) I started concepting a mayan level for the Mastering Unreal class. I was going to completely model it in 3dsmax, and then export the meshes. do you have any recomendations or advice that you discovered while making this level?

edit: doh, I saw the link, and downloaded :) going to see how u modeled it in the editor :).

Quandary One12
09-05-2003, 03:20 AM
Originally posted by Hirigashi
wow, looks really nice. Where can I download it ;) I started concepting a mayan level for the Mastering Unreal class. I was going to completely model it in 3dsmax, and then export the meshes. do you have any recomendations or advice that you discovered while making this level?

edit: doh, I saw the link, and downloaded :) going to see how u modeled it in the editor :).

go to the game art design thread and look at his post there neonautica talks about how to do that a few times.

<Edit>
oop's almost forgot great work neo, I know how much work you put in to this and I can't be more then happy for you keep up the good work, and can I ask for a plug here please :) my first time asking <halo over head> wink, wink "blush"

Hysteria
09-05-2003, 05:35 AM
how long did that map take you... like 5 months? Well I LOVE IT!!! :D

Solve
09-05-2003, 07:39 AM
man, that map kicks ass...and i haven't even played it against the bots yet!

i just walked around and looked at the scenary. great job and MUCh improved over your last map.
I think i like this deathmap map more then the crappy ones that Epic made.

NeoNautica
09-05-2003, 12:59 PM
The Map took about 8 weeks to complete. I have a worklog I could put up on my web space if anyone really wanted to see it.

Solve: one of my teachers said the same thing... but I don't think the guys at Epic had as much time as I did to make the maps. The Bots put up a good fight. If you have a higher end computer I would suggest putting in 20+ bots.

The map will be entered into Phase 2 of the "Make Something Unreal" Contest. Hopefully it'll do well. They still haven't posted info on the Maps category from Phase 1 though.

Alternative Download Links (http://www.mapraider.com/maps/?fileid=1290)

paras1234
09-06-2003, 05:52 AM
Nice map.

Nitpick: Can you round off the edges of the waterfalls with curves, instead of a sharp dissappearance of the water surface?
It's visible when you're looking at it from the side.

Some suggestions for future Mayan maps:
Dense forests, tropical birds, jaguars, serpents,water lilies, massive column formations, tropical broad leafed trees.

I like this page:
http://www.civilization.ca/civil/maya/mminteng.html#menu

But I'd guess you'd wanna take a break from Mayans by now. :)

Virum
09-06-2003, 08:44 AM
First of all: Wow.

I think this is awesome. My only complaint is that the moon looks stretched, as do that stars. And some wild life would be cool. :)

FLOw
09-06-2003, 10:16 AM
its a very cool map

I dont like the stairs in the room with the blue thingy that shoots u up in the air..those are stupid and ugly :)
and the shooter uper thinger doesnt allways want to work :)

other than that its a huge ass map and its very cool :)

what happened to the ctf one or whatever it was? :)

shadowkeeper
09-06-2003, 01:42 PM
soh ... we got weakedsicks on UT2K3, huh?!:surprised Well... this scenary is pretty cool! I enjoyed myself on it!:beer: :buttrock: Keep it coming!

NeoNautica
09-06-2003, 03:56 PM
Glad people like the map overall. From some feedback I've gotten it doesn't run too great on a ATI Raideon 9800 for some reason.

Paras: I'm dropping the Mayan theme for now. Need to Diversify my level portfolio, so the next one is going to be in a urban setting. Level layout should be finished by next weekend... hopefully.

As cool as animals would be I have yet to see a level with ones that player can walk right up to. Only level that has animals is DM-Oceanic, which has sharks outside the windows. Could do a sleeping jaguar... hmm.

Flow: The CTF-Mayan is still on Unreal Playground. Link (http://www.unrealplayground.com/download.php?mapid=3144)
The Central Gyzer (Shooter up thingy) is a little weird because I had to make it bot compatible so they wouldn't get stuck on it.

I'm real excited about the next map, but won't give anything away yet. There will be some cars in it which I may put up for some fellow CGTalker's to model if there is any interest. More on that later, or PM me if interested and want to get a early start on it.

paras1234
09-06-2003, 05:21 PM
Really appreaciate you make your maps bot playable. I've deleted hordes of maps where bots get stuck on things, or go dumb.

Especially for CTF and other objective based maps, if there's a single node the bots can start hesitating at, it kills bot playability. (they don't move fast enough and get picked off.)
Even Epic maps have some bot problems. (I think there's 2 of their maps with stuck bots/hesitation.)

=============

On the CTF version: I think the defense sniper camp spots are broken.

It's this field:
KeyPoint->ScriptedSequence->UnrealScriptedSequence
-Event->Tag->DefendBlueFlag (or DefendRedFlag)

I think you left yours as:
Event->Tag->UnrealScriptedSequence

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