Urban Terror Forums: ut4_GeFacility [BETA] - Urban Terror Forums

Jump to content

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

ut4_GeFacility [BETA] Rate Topic: -----

#1 User is offline   krasus (old) Icon

  • Passport: krasus_old
  • Joined: 10-July 09
  • Posts: 76
  • Locationperth

Posted 22 September 2009 - 10:40 AM

Hi all you map fanatics,
I have something important to tell you...I will fart after lunch!
but aside from that I present my 2nd map "chemical warfare facility" ut4_GeFacility
This map was really fun to make, heaps of vents, crates, and allot of doors... I hope it will be just as fun to play  :-D
Ok, so here is the Screenies, Download and story of the map...

Download: http://www.sendspace.com/file/6h347q
Size: 4.0 MB
Bsp name: ut4_GeFacility
gametypes: CTF, CAH, TDM, TS, FFA

Posted Image
Posted Image
Posted Image
Posted Image

It is 5 years after the Russian cold war, this chemical warfare facility is supposedly abandoned.
MI6 Agent 007 is sent on a mission, to rendezvous with agent 006, Alec Trevelyan. It all goes
wrong from the start as bond discovers that this rundown facility, isn't rundown at all. It is a
cover for goldeneye. Can Bond escape the facility and live to see another day? or will he die trying?

I hope you all like this map, any feedback is accepted as always :)

E N J O Y!

#2 User is offline   QA RS| SubJunk Icon

  •   QA member   

    newbie player
  • Passport: subjunk
  • Main tag: RS|
  • Country:
  • Joined: 18-May 09
  • Posts: 793

Posted 22 September 2009 - 12:40 PM

Cool man, gonna check it out tomorrow, looks great!

#3 User is offline   [PRKL] Rappio Icon

  • newbie player
  • Passport: rappio
  • Main tag: [PRKL]
  • Joined: 28-February 10
  • Posts: 262

Posted 22 September 2009 - 12:42 PM

Nice i love the theme.

Anyway i was just running and jumping here to there and i got stuck at toilets.
So you can actually access to there but cant get out :)


Posted Image

#4 User is offline   [=NSB=] Muffie Icon

  • newbie player
  • Passport: muffie
  • Main tag: [=NSB=]
  • Joined: 28-February 10
  • Posts: 2,965

Posted 22 September 2009 - 01:14 PM

You can use cylinders for better visuals(shouldn't hurt performance if vis'd properly), those look pretty blocky to me from the pics.

#5 User is offline   krasus (old) Icon

  • Passport: krasus_old
  • Joined: 10-July 09
  • Posts: 76
  • Locationperth

Posted 22 September 2009 - 02:11 PM

@Rappio
you can get out, but it does take a bit of time lol, something to fix for the next release.
@ muff!e
yea, i ran into a problem with them when I built the bsp:x, but i think i fixed it now, and i do agree that they are blocky

#6 User is offline   [PRKL] Rappio Icon

  • newbie player
  • Passport: rappio
  • Main tag: [PRKL]
  • Joined: 28-February 10
  • Posts: 262

Posted 22 September 2009 - 02:12 PM

Quote

@Rappio
you can get out, but it does take a bit of time lol, something to fix for the next release.
@ muff!e
yea, i ran into a problem with them when I built the bsp, but i think i fixed it now :x


heh well i suck then :D i tried to get out 5min before i stopped to try :D

#7 User is offline   krasus (old) Icon

  • Passport: krasus_old
  • Joined: 10-July 09
  • Posts: 76
  • Locationperth

Posted 22 September 2009 - 02:14 PM

lol, ill raise the roof or something to help

#8 User is online   FS NulL Icon

  •   FS dev   
    Mapper

    old school player
  • Passport: null
  • Country:
  • Joined: 28-April 09
  • Posts: 2,016

Posted 22 September 2009 - 02:31 PM

I thought i was going to bang my head on every single door way; they're far too short.

Why didn't you add any surface sounds?

You should fix all the leaks in a map before releasing it.

#9 User is offline   QA RS| SubJunk Icon

  •   QA member   

    newbie player
  • Passport: subjunk
  • Main tag: RS|
  • Country:
  • Joined: 18-May 09
  • Posts: 793

Posted 23 September 2009 - 12:06 AM

As much as I hate to agree with NulL, he's right. Right off the bat I noticed I felt like a giant. The map should be scaled up a lot because the whole thing feels like it is cramped.
Having said that though, the detail level is great, it looks awesome! And I love how you kept some things like the original, like the triangle toilets and sinks, it really brings back memories of playing N64!
Plus those screenshots you took are way too dark so I took some better ones that show how cool the map is.
But yeah seriously man you gotta have a private testing before you release it to the public, you only get one first impression! Also the first release of a map should be ut4_mapname_b1, so that then after all the betas and RC's you can release ut4_mapname
Feel free to put these screenshots in the first post if you like them:

Posted Image

Posted Image

Posted Image

#10 User is offline   Yas Icon

  • newbie player
  • Passport: yas
  • Country:
  • Joined: 28-February 10
  • Posts: 1,169

Posted 23 September 2009 - 01:57 AM

wow, from the looks of it, you really kept to the original feel and layout... but do you think it could maybe do with some more interlinking paths? especially from those cylinder rooms... wow, i have so many maps to mess about on later this week ^^

#11 User is offline   krasus (old) Icon

  • Passport: krasus_old
  • Joined: 10-July 09
  • Posts: 76
  • Locationperth

Posted 23 September 2009 - 05:52 AM

yes it is cramped, that is also something to fix for the next release.
I didnt add b1 after it because my computer had just died with a massive
iexplorer.exe virus just after i made the pk3 :x so it was hard enough to upload lol
I am still noob and have no idea how to get rid of the leakages
(but i would like to add surface sounds)
anyway, thanks for the advice  :-D

#12 User is offline   ValkoVer Icon

  • newbie player
  • Passport: valkover
  • Country:
  • Joined: 28-February 10
  • Posts: 160

Posted 23 September 2009 - 09:11 AM

Try use ambient light if You want make map brighter (its in wordspawn)

#13 User is offline   WiseMan Icon

  • newbie player
  • Passport: wiseman
  • Country:
  • Joined: 28-February 10
  • Posts: 464

Posted 23 September 2009 - 01:49 PM

Nice work Meh.

#14 User is offline   QA [T] BludShoT Icon

  •   QA member   

    newbie player
  • Passport: bludshot
  • Main tag: [T]
  • Joined: 28-February 10
  • Posts: 1,059

Posted 23 September 2009 - 09:14 PM

Quote

Try use ambient light if You want make map brighter (its in wordspawn)


If you want to do something like this, don't use ambient light, use _minlight. It looks a lot better.

#15 User is offline   QA RS| SubJunk Icon

  •   QA member   

    newbie player
  • Passport: subjunk
  • Main tag: RS|
  • Country:
  • Joined: 18-May 09
  • Posts: 793

Posted 24 September 2009 - 01:13 AM

The lighting looks good to me

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users