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DM-Haunted_MansionSE | | Map Info |
| | File Name | dm-haunted_mansionse.zip | Author | parkis g | Gametype | UT2k4 Deathmatch | Date Added | 10-28-2005 | File Version | 1.00 | File Size | 20.22 mb | Player Count | 4 - 16 | Map Description | None | Review Rating | -- | User Rating | 6 | Overall Rating | -- |
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|  | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| CursedSoul1 10-28-2005 02:13 PM MDT | | important question: can you go into the mansion?
| Orion(Co30) 10-28-2005 10:13 PM MDT | Rating: 8.5 | | Yes, you definitely can get into the mansion.
| Fuzzy Logic 10-29-2005 07:13 AM MDT | Rating: 5.5 | | Um, why not just try the map?
Anyway, the map is pretty ordinary really. It's just a series of square rooms arranged repetitively. The theme was a good idea but not fully exploited. There's very little atmosphere, which is something you would expect a lot of from the title.
| Muffin 10-29-2005 11:18 PM MDT | | Maybe I'm 'easy', but I liked this map. Yeah, it's not one that I'd play all the time, but the author obviously put some fun stuff in here. Take it for a ride.
| Sicko Teddy 10-30-2005 12:47 PM MST | Rating: 7 | | EDIT- Just played it and back with feedback. The map is fun to play . I realy liked the strange zombies walking around. They surely look spooky! Too bad they don't hurt you. ((((LOLZ- I love the BULLETPROOF CAT! That's an ownage right there! LOL)))))
The Construstionwize the map feels a bit rushed and blocky. All house rooms have the same wall texture (no matter what light you put on the room) they get boring after a while.
Some corner ghosts floating weren't serving any purpose except for making "BOO sound". CMON! you could make them hurt you. The one that jumps out of the wall did freak me out though. Did not expect that, than I hear the voice, I turn, and BAAAH ! the giant skeleton head looking at me.
The outside lighting is a complete disaster though. :( It is darkness, but it is kind of neutral. Try using two mabe- one- dark blue/violet, and another pale green.
The Terrain feels a bit flat. (what bothered me was the invisible blocking wall that I bump into when I wanted to go to the forest. ) think of that dude. Make something come out and block my way. About the haunted house itself- you could do so much more with that!
Here some of my SPOOKY suggestions: - make a lowering ceiling(lower right to the height of the player (but not to crush them!) - make some moving objects inside like moving chairs , ladders, lamps etc.. - make MOVING WALLS! -the rooms changes size and shape!!!! (constant movers) mhaan that would be real freaky! - tilted rooms and hallways- give a dizzy feeling to players as well as disorient them a little! -(outside) OPENING COFFINS with some crap coming out- (Realy expected that from ya) - Walking trees( if you can- put a tree model on your zombies ) hope you take a use of it!
| goldfenix 11-02-2005 12:40 AM MST | Rating: 6 | | Could of been much more scarier. The cats should attack you or at least move. Spiders should be movers and hang down from the web. Zombies and whatnot shouldn't hold guns. More decoration, not so much randomness, like that Gorgous Gorge mesh on the rooftop. Not so cheesy, like the ghost that go BOOO! Should have loose floor boards (triggered KActors) that scare you bad and they break and then you fall down into a deep hole and die. Not so much symetry please, I dont like too much in a DM map that appears to not have symetry. Zombies should come from coffins.
Overall, I found the map to be more spooky than scary. Spooky, meaning: "ooo that was scary... (not)". Scary, meaning: "Ahhh!!! Better change my shorts!"
The editors choice edition has really good tutorials with audio and video. Or you might find some good ones at 3dbuzz.com
Im not in college. I learned maya from the tutorials that are included on disc2 of the DVD version of UT 2004 ECE. I am just a middle school student, 14 of age, and dedicates tons of hours to UT making maps.
| parkis g 11-01-2005 10:34 PM MST | | I am the author, I had to stop at some point with adding movers, there were many many movers, and triggered sounds and many optimizing issues I could not resolve, so if I kept adding more moving objects, eventually it would not run good at all, as opposed to like Deck 17 or Rankin that do not have many movers and they run great for that reason.
I also tried to make the monsters and ghost characters triggerable and I tried putting them in certain areas, most of the Time they would not do what you want them to do. I would have liked to have added karma objects(which do take up more cpu).
In all, I try to learn more and add more triggered stuff. It really takes alot of time to learn new stuff like that, because there is always an issue with performance or the editor crashes if you touch one thing wrong and when I'm learning this stuff - the tutorials have gaps in them and dont explain everything in great detail, so I have to keep experimenting untill my idea works. Although I wish I new more about making mesh's in Maya and 3dsmax. I would have liked to do more with the ghosts, but I would need someone to give me the knowledge to do it, or point me to a good tutorial on this stuff. Some of the mappers that can make great mesh's already have experience with doing it, like the people that go to college to learn this stuff. I am learning more on making mesh's in 3dsmax, and as far as animations go, that is still another topic that needs alot of time dedicated to acomplish effectively.
Anyway, I can't please everyone, not everyone is a mapper that works for epic, and I still hear people playing online criticizing the maps from epic and digital extremes. I do leave room for constructive criticism.
| Kyouryuu 11-02-2005 03:15 AM MST | | Regarding your comment on optimizing movers, have you looked into ClientMovers? They are a subset of the Mover class that don't transmit their position across the network (and should theoretically be cheaper). Good for non-incidental movement where you don't really care that every player is on the same page (swaying "Half-Life wires", etc).
| Vatcilli zeitchef 11-02-2005 01:57 PM MST | | Did you really have to use the haunted halloween map as a base for this one?-_-
That map is just plain boring it screws up a practically overall good map, but atleast it had music Placing the zombies in the map was no good Idea since they don't try to kill you, you can blow em up and voila free fragz!
Some parts are good tho, the custom pickup meshes for instance. In a lot of places it is pretty simple tho I'm sure your next map will be better. good luck mapping ^^
| demonicknight 01-02-2006 11:57 PM MST | Rating: 7 | | This map is really good.But a few suggestions that would make the map more spookier
Zombies that run at you and kill you
Traps, like fall threw the floor into a never ending abyss, or a room that locks you into it and spams a hella-load of zombies that will kill you
A corridor that has blood all over the walls and stuff
A torture room with dead animal carcasses and dead people ect
Some triggers maybe?
Another corridor except, when you go down it, the walls crush you and you die.
Skeletons that..do stuff..
Anyways good job in your map, like to see more updates on it.
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