DM-C-Bunker

Mapmaking? Modeling? Discuss all that stuff that's too complicated for most mere mortals here.
Chavez
Pro but Noob
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Yes.. i stopped with DM-Cidande as my skills just aren't good enough to fix all the bugs it had. So i started with a new map, the 'C-Arena' (i wonder where that C comes from...?). It is NOT finished yet, but i would like a few comments before i continue. Also, because you guys seemed to like the 'defend-the-base' kind of thing on my previous attempt, persueded me to add it as a feature in this map as well. Like the architecture of the German WWII bunkers, you can find an underground bunker in this map as well, which should be very easy to defend.

Tell me what you think!

http://two.xthost.info/nst6ldr/DM-C-Arena.rar <- OFFLINE
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Chavez
Pro but Noob
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Ok, now i'm done (well, i guess :cherry: )

Comment please!

http://two.xthost.info/nst6ldr/DM-C-Bunker.rar
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DW_KarmaKat
Site Admin
Posts: 2005
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Xfire: KarmaKat

Hello, Chavez! :)

I'm getting a runtime error when I try to launch the map in game...opened it in the editor and it says it is missing "AbaddonArchitecture".

As for the map itself....like the tubes, nice tight hallways and who knows what you'll meet running down them! But I'm concerned about the scale..it's a pretty small map overall and there are few places where the larger monsters can spawn. Maybe more tubes and a some larger rooms?

The green flowing sludge near the 'deemer locker....needs to be made...shall we say...less user friendly? LOL! Getting slime on your boots is no big deal...I think it should hurt when you dip your toes in that stuff! ;D

A note on the optimization side...you might want to replace the multiple adren pills with one of the single pill alternatives.


KKat
:flower:
Last edited by DW_KarmaKat on Fri Nov 02, 2007 3:23 pm, edited 1 time in total.
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Chavez
Pro but Noob
Posts: 126
Joined: Wed Aug 08, 2007 11:00 pm
Location: Netherlands
Contact:

KarmaKat wrote:Hello, Chavez! :)

I'm getting a runtime error when I try to launch the map in game...opened it in the editor and it says it is missing "AbaddonArchitexture". Thanks!

KKat
:flower:
DOH! Hmm let me add it in the archive, give me a few seconds.

WA-HOOOOOOT THAT FILE IS 43MB! :bounce:

Expirienced mapper, HELP PLEASE! :clown:
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DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

AbaddonArchitecture.utx is a stock package.

Edit:

I just tried to open the map and got a runtime error. Opened it up in UED and it gave me an error message about AbaddonArchitecture-epic-[restwastoolongtofitinthebox]. Since there's no AbaddonArchitecture-epic-* package (that I saw), and since there are textures missing from the map, I assume it's supposed to be AbaddonArchitecture-epic.utx. Anyway, you'll just need to change the texture referenced to fix it. The texture is the one on the walls in the room with the water, just so you know.

Anyway, the level looks way too small. There are no big open areas, and a lot of spaces are very cramped. In UT2004, any corridor narrower than 256 units is kind of cramped

There are at least four places where you have multiple identical brushes stacked on top of each other (this is bad). One of these is the subtractive area in your main room. Another is the water in the room that splits off the main room. A third is one of the additive cylinders in the water. I forget where the fourth is.
Last edited by DW_WailofSuicide on Fri Nov 02, 2007 7:15 pm, edited 1 time in total.
DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

WailofSuicide wrote:AbaddonArchitecture.utx is a stock package. What's up with your install Karma?
Yeah...I realized that after I posted here....I'm not sure what's up my install. :\ Not happy about the prospect of reinstalling the game.

Sorry for stirring up problems, Chavez.

EDIT: Ahh...yeah, the filename on mine was cut off as well...yet another silly "feature" of UT Editor...


KKat
:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Chavez
Pro but Noob
Posts: 126
Joined: Wed Aug 08, 2007 11:00 pm
Location: Netherlands
Contact:

WailofSuicide wrote:AbaddonArchitecture.utx is a stock package.

Edit:

I just tried to open the map and got a runtime error. Opened it up in UED and it gave me an error message about AbaddonArchitecture-epic-[restwastoolongtofitinthebox]. Since there's no AbaddonArchitecture-epic-* package (that I saw), and since there are textures missing from the map, I assume it's supposed to be AbaddonArchitecture-epic.utx.
Yea i found out what the problem is, i have some sort of selfmade texture thingy i attempted to make years ago... didnt work :cheers:
WailofSuicide wrote:Anyway, you'll just need to change the texture referenced to fix it. The texture is the one on the walls in the room with the water, just so you know.
Thank you! if you didnt tell me that i had to replace every texture in the entire map (._.)
WailofSuicide wrote:Anyway, the level looks way too small. There are no big open areas, and a lot of spaces are very cramped. In UT2004, any corridor narrower than 256 units is kind of cramped
I can expand it, i kept that in the back of my head when i was making this one.
WailofSuicide wrote:There are at least four places where you have multiple identical brushes stacked on top of each other (this is bad). One of these is the subtractive area in your main room. Another is the water in the room that splits off the main room. A third is one of the additive cylinders in the water. I forget where the fourth is.
I know what you mean, but why is it bad? And how can i fix this?
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Chavez
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Posts: 126
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KarmaKat wrote: As for the map itself....like the tubes, nice tight hallways and who knows what you'll meet running down them! But I'm concerned about the scale..it's a pretty small map overall and there are few places where the larger monsters can spawn. Maybe more tubes and a some larger rooms?
I'm more then glad that you find the theme of the map cool, i thought a while about it and tried to execute the idea the best way i can. I wanted to give it a scare image, just like you said, not all tubes have functional lighting, who knows who you will bump into when running through the tubes?

KarmaKat wrote: The green flowing sludge near the 'deemer locker....needs to be made...shall we say...less user friendly? LOL! Getting slime on your boots is no big deal...I think it should hurt when you dip your toes in that stuff! ;D
I tried to do that, didn't work. If someone could tell me how i can make the water do constant damage, then i'll be glad to add the function as it was part of the concept. Also, i'll try to make the same effect for the blue liquid in the bigger room with the bridge running over it.
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Chavez
Pro but Noob
Posts: 126
Joined: Wed Aug 08, 2007 11:00 pm
Location: Netherlands
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Ok i changed the textures on the walls in the chemicals room, so it should at least be playable now :)
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Desko
1337 Haxor
Posts: 269
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Location: Delicious

The goo should be instant death.
When submersed in a liquid, creatures with lungs are typically unable to breathe.
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