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A couple of duel maps :)
Posted: Thu Dec 04, 2003 7:04 pm
by FizzyB
after the annoying rudeness of RFlagg i decided to simply release the maps publicly
one is a small arena surrounded by a crowd who push you back in if you try and back off (they will also boo and insult you when i work out why the sounds arnt working)
the second is a bit larger castle grounds map, if you look out of the gate the forest is visible
Download
enjoy
id like to see them on some servers

Re: A couple of duel maps :)
Posted: Thu Dec 04, 2003 7:12 pm
by jeditobe1
FizzyB wrote:after the annoying rudeness of the chaos team ...
Uh... what?
Anyways thanks for the maps

The upper one reminds me of something.. cant place it but it looks familiar hehe.
Posted: Thu Dec 04, 2003 7:52 pm
by jb
Fiz,
did you use the ChaosMapInfo actor in the maps to allow for a mappers choice?
We are trying to get the mappers doc for duel done ASAP. Its pretty simple for Duel but just a few minor things...like the CMI actor.
Posted: Thu Dec 04, 2003 7:59 pm
by FizzyB
the castle contains one, i forgot in the other (damn it) ill do that when i add the spectator taunts. (they are going to throw things too

)
Posted: Thu Dec 04, 2003 8:13 pm
by jeditobe1
Too bad duel kills powerups except in melee mode. Would be funny if they tossed weapon/item pickups

Posted: Thu Dec 04, 2003 8:41 pm
by FizzyB
apparently this post has to be taken down, because according to RFlagg_moO acknowledging rudeness is a federal offense. please execute me before i start shooting little children
Posted: Thu Dec 04, 2003 8:48 pm
by Shadowstar
To get crowd sounds to work properly, you'll probably need to have some scripting involved. Also, some of the sounds in the IntroSounds package are stereo, which for some bizarre reason, UT2k3 doesn't understand (even when it's played as a local sound!)... Anyway, you won't be able to get them to work as they are. You can extract them from the file, open them up in a sound editor and convert them to mono, but then you have to include them in your map's mylevel package, or release a seperate package with the map. Either way, you'll end up increasing the overall size of the zip. This probably doesn't matter as much to you as it did to me, since I had certain limits I had to work under in order for the map to be acceptable for the rest of the team. Originally, I had everything from booing to 3 different kinds of cheering, and a variety of ambient sounds in Arena. The majority of it had to be sacrificed because of filesize.
Anyway, both maps look pretty cool, good luck in finishing them!
Posted: Thu Dec 04, 2003 8:52 pm
by FurrySound
Posted: Thu Dec 04, 2003 10:24 pm
by Shuri
Hehe, I recognise the 2nd one
Will try them out.
Posted: Fri Dec 05, 2003 1:45 am
by LoQtUS
Thank you for the support!
to add to the feedback that you have allredy gotten from us, here are my thoughts.
First map:
The pushback is a bit strong. it flings you into the center of the platform. Im not sure if that was your intention of not. Also in Spectator mode if the player moves to the top of the map( keeps going up ) he/she will start to see the edges of the map, and the skybox. Not exaclty a bad thing but this causes a hom effect on the bottom of the map. Ya may want to make a blocking volume low enough so this does not occur.
Second Map:
Needs botpathing. In an offline game the bots just stand at their spawn points. This one has the same skybox issue as the first one. Also the textures on the tops of the walls seem to be missaligned causing a distortion effect on the texture. This will be seen if players use the Grapple. I realize that this is a conversion from a tennis map, but the white ligns look really odd, any chance that they could be removed?
All in all Nice work, and it would appear that someone has informed you of our map logo requirements. Im sorry but we require both the Lettering and the Skull logo. I apologize if you were mis informed.Then we would be more then happy to Pimp theese for ya, and place them on our site
It would appear that you feel slited by our team, and there was a missunderstanding. Im sorry you had a bad experience in your dealings with us. No hard feelings on this end.

Posted: Fri Dec 05, 2003 4:21 am
by Shadowstar
Hey, at least we're not Derek Smart.
Posted: Fri Dec 05, 2003 5:17 am
by BIGFOOT_PI
nice work- although IMHO I hate the cheesey UT2k3 crowd sprites- eeeyuck!.
Posted: Fri Dec 05, 2003 11:20 am
by FizzyB
Sure i can remove the white lines, the middle of the castle is a little bare dont you think? i personally dont like booby traps but I feel there needs to be something there, any ideas?
The crowd..Nothing much i can do, crowd textures are hard to find :/ and i agree they are cheesy

.
I need to do a few ammendments anyway, i forgot the map info thingy from one map :/ and it appears epic have recorded the insults i wanted to use in stereo (morons -_-) so ill have to convert those. Throwing health viles is a nice idea, is it possible? if so how?
and finally the logo + skull thing, pure luck

Posted: Fri Dec 05, 2003 1:29 pm
by Kyllian
Shuriken wrote:Hehe, I recognise the 2nd one
Will try them out.
Same here
Posted: Fri Dec 05, 2003 2:48 pm
by jeditobe1
btw, for the map info in both maps:
There should be something similar to duel weapon list or weapon list or something. You can put up to 7 weapons i think for the mapper weapon selection there. Note that putting more than 2 of a given weapon class (for example, sniper erdw and lightninggun) can be a bit buggy sometimes.