ONS Floodgate XL RC2

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Sanch3z
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Image ONS-Floodgate XL
Release Candidate 2 10/23/09
Unreal Tournament 2004

Description: My first 2k4 map WAR-Floodgate from UT3 somewhat ported to 2k4. Scale and gameplay area should be very close to that of UT3. The most glaring difference in this version of Floodgate is there are 2 added primary nodes. I did this to make up for the lack of a countdown node in 2k4.

This map features many of the EONS assets (hellbender, scorpion, Paladin, MineLayer, and EMP deployer) created by Wail of Suicide.

Making comparisons to this version and the UT3 version:

Goliaths replace Darkwalker
Scorpions replace Scavengers
Mantas replace Vipers
Hellbender replaces NightShade

Many hallways have been widened to account for vehicle substitutions.

Screens (may be outdated):
Image Image Image
Credits: Myself, Wail of Suicide, Crusha K. Rool, Robin 'Jrubzjeknf' van Olst. All from Death Warrant and all from Titan 32. Thanks to Hazel H and Angel Mapper for their tutorials.

The goal of creating this map was not to turn UT2k4 into UT3. It is to bring some new stuff into UT2k4. I am very open to feedback on this map and it is very appreciated...

DOWNLOAD 22.07mb

* barring any gamebreaking bugs, I'm fairly confident there wont be any major issues, this version (RC2) is the last for awhile and should be considered multiplayer ready. It just needs some serious play and I will be taking notes and feedback on improvements for final version (month or so).
Last edited by Sanch3z on Fri Oct 23, 2009 1:43 pm, edited 5 times in total.
DW_WailofSuicide
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Cool map, we played around with this on the test server earlier today/yesterday.

My basic thoughts / crits:

I wasn't sold on the Abaddon textures/SMs from the screenshots but it actually works out pretty surprisingly well in the game. This is a quality remake that's very reminiscent of the UT3 version without copying it. The major difference to me is this version feels a lot bigger than the UT3 version, but that isn't a bad thing -- UT2004 maps tend to need more space.

Visually I think there's still some work to do, but it's a beta so not surprising. Some non/misaligned textures here and there and a general lack of lightsourcing -- Not big problems but might as well mention them. Also, I wouldn't mind seeing some colors and contrast in this version of the map. The UT3 one is pretty bland but I'm not sure there's a good reason to keep that the same with your map. Also, I really hope you plan on adding the water back in -- It doesn't need to be swimmable water but some shallow water would be good for adding visual interest to the otherwise kind of bland brown terrain.

Gameplay wise there are a couple of things I want to mention. The overall vehicle and weapon setup seemed kind of sparse for the size of the map. This of course depends on what playercounts you're targeting but a server with 32p should probably have a bit more in the way of pickups (health for example), ammo and vehicles and such. The bottom center node (I forget the # or what it's called in UT3) also has no vehicles associated with it: In UT3 you get two scavengers and a Nemesis for taking this over. I think you didn't put anything there because of the additional nodes you added, but a Hellbender or two Scorpions or Mantas don't seem like it'd be overkill. A raptor or cicada might also work if you wanted to go that route, or possibly Paladin.

There are also a couple of places where you can launch a Manta or a Scorpion up onto the roof of structures - I'm not sure if this is intentional or not but I think it's something to keep an eye on. It always bugs me when there's some way for someone to get up on top of a building and the only way to get them down effectively is to go back to your base, get another vehicle, drive up there and hunt them down.

I noticed you had the EONS Hellbender at the left map side core but not at the right map side core.

I'm not really sure about the turrets on top of the cliffs by the corner nodes. This map is really open and so the turrets might be a bit powerful. But that should probably be tested in some real games first. I wouldn't be opposed to adding another rock or two to create some more cover.
Sanch3z
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Location: USA

awesome feedback, thank you... The goal is to make some high quality new maps for ONS, non TankMeUp, that everyone likes to play. I will address everything you mentioned:

*decorating/lighting: As I make updated versions there will be more and more added each time. Yes, there will be water, I havent found a texture I like for it yet though.

I will be using some various UT3 textures in future versions.

*vehicles: I agree that it needs more vehicles. Next version will have some at the outer center. A possible replacement for the nemesis could be a modded hellbender whose rear seat fires like a turret. But if I add vehicles to the outer center do I add some to the other center node to even things out?

The UT3 version actually has pretty damn good gameplay. I think adding flying vehicles would change that too much.

It is possible to get on top of the outer center node building which is how it is in UT3. There are blocking volumes around the other node buildings (I think or maybe that is in beta2 that I am working on). I will also add some to roof of the tower that has the redeemer.

* put EONS hellbender at both cores, next version :ssmile:

Thanks for taking the time to check the map out. With your help this can be a new and kickass new map to play...
DW_Ant
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Oh wow, how long were you mapping for?? You are more skillful than what I have predicted!!

I had fun testing out this map last night. I only had a few things to bring up from the testing.

You had a couple smeared textures (the floors where the windows sit South of the Outer Center node). The second smeared texture is a bit hard to describe. If you go to the center node, you can Lift jump on the northern elevator and land on the wall. The top of that wall is all smeared, too.

The elevators could use a track, too. Right now they seem like plain moving platforms, but adding a track to the lift should add some life into the lifts.

At the same place although this may not be easy to do, but it's possible to lift jump in a manta through the ceiling onto the rooftop. Maybe a couple more blocking volumes up there should do the trick if you don't want them to do that.

Up north from the center node near the stairs, there's this gap underneath the floor where you can easily crouch under next to the stairs. I'm sure you don't want people to crouch under this area of "blankness". I'm sure a simple blocking volume or a solid wall between blocking gap should fix this problem.

One of the jump pad's emitter at the outer center node doesn't match with the other emitters. On the right jump pad, the jump pad emitter is angled to the left when the pad takes you to the right. The other jump pads seem fine with their graphics. This should be an easy fix.

Sanch3z wrote:Yes, there will be water, I havent found a texture I like for it yet though.
You should check out HourMoriaStatics.usx static mesh package. There is a neat water puddle you may place on flat surfaces. If you are looking for a texture, be sure to check out the FireEngine texture package.

Once again, this is a great map! :cheers:
Last edited by DW_Ant on Wed Sep 23, 2009 6:08 pm, edited 1 time in total.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

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DW_BrainPan
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I too was in the "testing pool" last night. We had fun playing around while testing. Ask Ant for the vid of us tank jumping on the lifts in the center node building. Overall the map seems really good and should be a fun addition/change up.

The areas/issues that also need to be looked at are the antiportals. First, I don't think you need as many anti-portals as you have in this version. Too many portals can be counter productive as the engine needs to constantly calculate what should and shouldn't be occluded. And your zone fog already does a good job of occluding distant objects/terrain. I would consider eliminating most of the smaller antiportals on the building faces, particularly the ones where a window is right in their midst, as any thing behind the window (whether directly behind or on the other side of the map) will be rendered regardless. Also there are several areas where the antiportals are protruding into playable open space causing visual/gameplay errors.
Using your map picture above as reference, I noticed this at the top of the map along the right side of red primary node 1 (and I think a little protrusion along the top right side of blue primary node 1 too). Also the antiportals in the cliff faces near red and blue primaries 2 protrude in some of the nooks (they could probably just be thinned up a bit to get them completely in the cliffs). And also the antiportals along the sides of the outer center node building run right across the window/jump pad areas (you can actually get "stuck" inside these antiportals for a few seconds). There might be a few others.

Another thing is the hall of mirrors effect you get when looking off the cliff at the bottom of the map. You might be able to fix this by simply moving the entire skybox up in the editor so it's not on the same level with the map. If this doesn't work, Ant might have some ideas that could fix it.

Looks good though, nice work.
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DW_KarmaKat
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Wail, Ant, BrainPan and I poked and prodded Floodgate last night.

I agree with Wail's critque...need more vehicles somewhere in the middle. If you're considering adding any kind of flyers, you'll need to rework the blocking volumes on building roofs...lighting also. And more window dressing/atmosphere. :)

Weapon loadouts seem all right..didn't check every locker, but Sniper Rifle is missing? May want to tweak ammo in lockers a bit. A few more health/shield pickups would not go awry either.

There are a few terrain features that may cause issues...there's some "craters" for want a of a better word, that you can drive into but not out. There's also a couple of rock spires that are hollow tubes that'll hold a manta. ;) Not sure what your intentions are for the outside area of the map, if you intend for peeps to drive/fly off and die, need to fix textures or skybox and even if not, there's a badass HOM looking over the edge in a couple of spots.

There were a few spots where anti-portals were sticking out..I think Brain is addressing those in his post.

Overall, this is shaping up into a very nice porting of Floodgate. I immediately recognized the center building area, even without the additional window dressings in place. You do good work, Sanch3z! Let us know when the next beta is ready!
:cheers:

KKat
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Sanch3z
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wow, awesome feedback! And I'm glad you all like this project :thumbright: I've adjusted many things that were mentioned so far such as:

* added hellbender and 2 scorpions to outer center node.
* the primary nodes that were not in the UT3 version now have 1 scorpion and a paladin.
(all vehicle lineup changes are subject to play testing and may change)
* removed most of the smaller antiportals and move a few so they cant be touched in the play area.
* added water
* added blocking volumes so you cant elevator jump through ceiling in center node.
* fixed HOM when looking at floor at bottom of map.
* properly aligned some textures on BSP surfaces. There are so many it may take awhile to find all of them.
* more decorating
* added elevator tracks
* EONS hellbender on both sides
* everything I've done isnt mentioned, its too hard to keep track of it all


I will work on beta 2 a bit tommorrow and probably release it this friday :banana:

Ant asked how long I have been mapping? I started mapping for UT3 2 years ago. Epic paid me $1000 for a map that placed 4th place in the Make Something Unreal contest (phase 1)for UT3. For 2k4 I just started learning from the mapping videos a month ago. Some things in the different editors are very close to the same, some are completely different. In the end UT2k4 is the better game that I always come back to which is why I want to make some new stuff for it.

Thanks for all the great feedback and encouragement..
Sanch3z
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Location: USA

beta 2 download up in first post. I know betas are somewhat of a pain in the ass and I dont plan on making 20 of them. I only see maybe 1 or 2 more test versions before final, hopefully that is.

Enjoy and tear it up :thumbright:

* try using the EONS scorpion boost over some of the "jumps" I made in the terrain. You can get some crazy air and daredevils.
DW_Ant
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Nice work on the updated version. There were only a few problems we could find.

There seem to be some floating health vials on the west side of Red Primary I believe. Simply snap them down to the ground...Easy fix.

The antiportal above Red Primary is sticking out still. If you move to up north on the East side of Red Primary all the way to the small collection of rocks on your left side, just jump on those rocks, and you'll find yourself inside the antiportal. Simply move the antiportal to the left or prevent them from going to that corner will solve this easy problem.

I think players shouldn't be able to go outside of the windows (south from the outer center node). Terrain sticks out from there, and it just seems to be an odd place for players to jump around.

To the east of the outer center node, if you move along side the cliff, you may find a small hole in the terrain. It's large enough for the players to fall through the map.

Now here's some issues that puzzled us. There's is a great difference in frames per second from the outside and inside the outer center node. From several angles, you can drop your frames in half simply by looking into the map from the center node. The same thing also happens with the east and the west area of the central node. We're not sure what's causing this, but if you have any ideas that may be causing this, give it a shot.
On a similar issue we found that while standing on the ledge near the outer central node, we'll see the HOM when we zoom into the map with the lightning gun. This also occurs while looking onto the west ledge from the east ledge, but it doesn't work the other way around. It's very strange. Once again this is a very technical problem, but if you have any ideas or theories in what you could do to solve this problem, feel free to give it a shot ;)

If you can't figure out this strange issue, that'll be alright. I'm pretty certain that this map will find its way to Spam Vikings real soon :D
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Sanch3z
Killer in Training
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Joined: Mon Sep 21, 2009 4:35 pm
Location: USA

beta 4 download up in first post. I figured out how to rip static meshes out of UT3 and import into 2k4 last night. There might just be some UT3 deco in the map now

IMO the map is close to complete. I could keep adding more and more decoration but then the filesize will start being too big.

* thanks for the feedback Ant. There has been quite a bit of optimization done to the map since the last version posted here. Hopefully many of the issues you found have been addressed. The fps drops you mentioned may always be in the map since it really was designed as a UT3 map. The occlusion methods are quite different between the games. The fps drop is due to too many polys in view at one time.

doh, the health vials at the primaries are still floating though. They are supposed to and are floating in UT3. I guess I forgot about some of the little differences in the games.
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