|
|
|
|
|
|
|
|
DM-Sector 7 | | Map Info |
| | File Name | dm-1on1-sector7.zip | Author | Merlin3D | Gametype | UT2k4 Deathmatch | Date Added | 01-23-2006 | File Version | 1.00 | File Size | 7.77 mb | Player Count | 2-12 | Map Description | Underground Industrial steel complex used for storing highly explosive equipment. Theres plenty of hiding spots be very careful when walking around make sure you watch your head and check behind you often.
| Review Rating | -- | User Rating | 5.5 | Overall Rating | -- |
|
| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Turns2Ashes 01-24-2006 04:16 AM MST | | Don't add music as an ambient sound.
http://wiki.beyondunreal.com/wiki/Assigning_Music_To_Maps
Also, why is it "1on1" if it calls for 4-10 players?
| Merlin3D 01-30-2006 01:19 AM MST | | Thank you on the info about the map! I really apreciate it! As for the sound the only reason I mostly did it this way was because I cant get my server to force the clients to download the ogg file and if I only have one music choosen then they will hear nothing at all. Is there a way to maybe work around this? anyway email it you have the time my email is mmps_designs@yahoo.com
| Wesley "Boreas" van Dijk 01-24-2006 06:41 AM MST | | But this way, people are forced to hear the music or nothing at all...
| tranzcoder 01-29-2006 06:36 PM MST | Rating: 6 | | If this is your first map, then I would say nice job! Overall layout is good, with a central open area for getting in a long shot! Weapons and power-ups are well placed. Textures are consistent with theme, and the lighting is adequate. Although new textures and more colored lighting would add to the "awe' factor.
The ladders don't work because of the size. Should be 64x64x(40 units above ledge), entrance/exits to ladder should be at 90 degrees to ledge, or bots will not use.
Nice job on the zoning but it is overkill. Always use as few zones as possible with a zone actor in each. Zoning is designed to occlude geometry, so good planning is best.
The bots won’t use the elevators because you didn't use LeftExit and LiftCenter actors. Tutorials are online.
You need to learn to use blocking volumes. BVs can greatly increase FPS and reduce collision calculations. For example, put a cube BV around the light fixtures in your map and turn off the collision for the mesh. Performance tip.
As for the music, I would re-think using this as your signature as most serious players like to turn off the music to be able to hear the footsteps of the approaching enemies. If you really want to use music as your signature, it would be neat to see a mesh of a boom box with your music as the ambient sound, and then you could place it somewhere in your maps. Just a thought;)
Remember that gold is found where it has been found before. Open some of the maps that came with UT and check em out, you will learn a lot.
Good job, keep on mapping...
Tranzcoder(DFA)ZCoder
| Manticore 01-31-2006 08:23 AM MST | Rating: 4.5 | | I have to agree about getting rid of the music.....
Apart from that, in my opinion, if the lighting was recast and the signage elminated it would probably have been a half decent layout.
|
|
|
|
|
|
|
|
|
|