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#1 |
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Senior Member
Join Date: Nov 2007
Posts: 385
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Title: WAR-MoltenCore Version: Beta 1 Compatibility: Patch 1.2 Description: The battle for the core now wages across fields of molten lava. Comments: My First Map Dedicated Server Admins pm me with your server details if you add WAR-Moltencore to your server to be added to the server list. There are NO plans for a PS3 version at this time Screenshots: ![]() Additional Credits: Filter Forge for the awesome lava textures -http://www.filterforge.com Hourences for the all the Tutorials - http://www.hourences.com/book/tutorialsindex.htm DGUnreal & Epic for making the skydome Texture & Mesh available - http://www.lilchips.com/dgunreal/ut3-skies.asp Homepage: myspace.com/smokeringhalo Download - Filefront 9.4 out of 10 - Filefront Rating Score Second Place Winner - Best Warfare Level category MSUC Phase 1 Server List: [BGE] UT3 Warfare Server #2 - Dallas IP: 8.12.69.213:7777 FINAL VERSION PROGRESS * - Deleted NEC Lights from Walkways effectively eliminating 720,192 Instance triangles * - Adjusted Lighting on Cave Rock Meshes * - Changed detail mode on scattered rocks to high & set collision to none. * - Removed collision from most decorative floor tiles * - Did a blocking volume pass on East and west nodes bases & altered their collison to block weapons * - Lowered Bloom scale by 33% * - Adding Blocking volumes around fire brazier meshes in bases * - Deleted all UT defense Points * - Removed upper blocking volume & set a stallz at an increased height * - Fixed small holes in terrain * - Removed Orb Locker from South Hellfire Node * - Kismet Sequence / Leviathans only spawn when enemy prime node is captured. * - Relocated Core Bases Orb Lockers * - Relocated Core Bases Scorpion Spawns * - Increased Lava Volume Damage from 25 per sec to 100 & made it destructive. * - Placed Skybox Actors in their own Lighting Channel * - Removed Occlusion from skybox actors * - Cull volume no longer affects skybox actors or upper tower supports * - Adjusted emitters below Cores * - Altered Lava Bubble Emitter * - Optimized Lava Shader * - Doubled Countdown Node time to 120 secs * - Increased Countdown Node Damage to Cores from 15 to 20 * - Added Alternate paths to countdown node (floating rock movers) * - Replaced SuperHealth Pickups with Armor Vest Pickups * - Replaced Armor Vest Pickups with Shock Rifle Pickup + Ammo x 2 * - Moved Core Bases Scorpion & Scavenger Spawns * - Aligned Walkways by Countdown Node & Fixed "Vehicle Roast" Bug * - Removed Barricade & Replaced with door that only opens for the team controlling the countdown node * - Lowered Lightmap resolutions of meshes * - Complete Lighting Overhaul * - Removed Extra Link Setup (AxonvsNecris) & Assets * - Added Eradicator Cannons * - Replaced Scavengers with StealthBenders * - Moved Scavengers to South Hellfire Node * - Added Furys to Core Bases * - Added Jumppads to Beserk & Udamage Powerups * - Added 4 additional player starts at Raptor / Fury spawns per team * - Added 7 player starts near Rocket Turret above Cores per team * - Replaced UTTeamStaticMesh podiums with UTStaticMesh podiums @ nodes.
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MY MAPS: TH-Bayou - MSUC Honorable Mention / Best Level for Mod Category / Phase 4 DM-Foundry - 1st Place MSUC Winner / DM-CTF Category / Phase 3 DM-Collider - MSUC Honorable Mention / DM-CTF Category / Phase 2 WAR-Wastelands - MSUC Honorable Mention / Warfare Category / Phase 2 vCTF-Wastelands - MSUC Finalist / vCTF Category / Phase 2 WAR-MoltenCore-Beta1 - 2nd Place MSUC Winner / Warfare Category / Phase 1 Last edited by SmokeRingHalo; 07-21-2009 at 09:37 PM. |
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#2 |
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Senior Member
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Sweet, can't wait for a download link
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#3 |
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Senior Member
Join Date: Jul 2007
Location: NL
Posts: 535
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looks very nice!
downloading now! |
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#4 |
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Senior Member
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Ok, I just played it (without bots) it looks pretty good, but I do have some bugs to report and some suggestions for improvement. So here goes:
![]() (I really don't like these light meshes, sorry )![]() (As you probably can see here, the materials for those rocks doesn't really look good, and the rocks above the cave mesh looks really out of place) ![]() (I want more small rocks like these scattered throughout the terrain, they make the terrain look less plain and boring) ![]() (Here's an invisible wall, it goes all the way from the bottom of those stairs to the top of the stairs) ![]() (I need to jump in order to get over that border, which I don't really like) ![]() (I captured the countdown node and headed to the blue core so that I could check what would happen, I followed the core down to the lava and noticed that I could see the stairs and much else from beneath, also... I couldn't get up once the core had gone up again. I suggest that noone else than the core should be able to go down there.) Oh and you should probably lower the bloom effect (yes, I know you said that the lava would look bad then, but there's way too much bloom). The lava material looks kinda low-res and flat and the terrain layers are to small and well, there's too much blurry stuff (heat disortion or whatever it's called) in the map. Those brazier meshes doesn't have a collision which they probably should .Other than that, the map looks very good, it has a good layout, an original theme (atleast for UT3, there's a serious lack of lava maps) and the ashfall effect looks fantastic. Please note that I did not make this comment to make you mad or anything like that, just to help you improve the map. |
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#5 | |
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Senior Member
Join Date: Nov 2007
Posts: 385
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Quote:
I already removed the NEC light meshes from the lower walkways. I may end up removing the rest to cut back on polys. Many of the textures used aren't as high-res as Epics. If they were, the map would be well over the 90 mb it is now. The rocks above the cave look different because they aren't accepting dynamic lights. I will look into making everything blend better for final release. I used the small rocks sparingly to save polys. If the NEC lights end up being removed then I may be able to afford more rocks. I am aware of the "invisible wall" & the node border. Players should die if the fall into the core pits & I thought I had seled up the ceiling. Perhaps I overlooked the blue side. Jump in the red pit and see if it differs. This issue will be fixed. The lava material was a last minute fix because after months of building and looking great, upon cooking the map, the lava shader gave off a very harsh hall of mirrors effect. I had to do some last minute surgery to the material which solve the issue but made the lava look much more bland. It will be addressed. Not sure which meshes you are referring to that need collision. The ashfall does look good. So good that I put it through the entire map which turned it from good to extremely irritating. Thx for the feedback
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MY MAPS: TH-Bayou - MSUC Honorable Mention / Best Level for Mod Category / Phase 4 DM-Foundry - 1st Place MSUC Winner / DM-CTF Category / Phase 3 DM-Collider - MSUC Honorable Mention / DM-CTF Category / Phase 2 WAR-Wastelands - MSUC Honorable Mention / Warfare Category / Phase 2 vCTF-Wastelands - MSUC Finalist / vCTF Category / Phase 2 WAR-MoltenCore-Beta1 - 2nd Place MSUC Winner / Warfare Category / Phase 1 |
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#6 |
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Senior Member
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Map is awesome! Reminds me Lava Giant
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Xfire profile |
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#7 |
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Senior Member
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"Not sure which meshes you are referring to that need collision."
![]() also ![]() you see that black things in the lava, some emitter effect I think... it doesn't look very good anyway, I really like this map and it's about damn time UT3 gets some lava themed maps. I hope you can get most issues fixed so that the map can be even better than it already is. I'll probably run it with bots tonight and see if I can find any bot problems other than the ones you already mentioned. |
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#8 | |
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Senior Member
Join Date: Nov 2007
Posts: 385
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Quote:
Bots won't hover over lava, they will get the levi and spma stuck, they will drive anything over the scorpion ramp except scorpions which they like to leave at the base of the core stairs. They will occasionally get stuck themselves if blasted off a walkway. Other than that they navigate fairly well. And they can own if you crank up their difficulty to masterful or above.The map was pathed and repathed numerous times over the past six months. The nature of the design and environment isn't very path friendly. That said, I wouldn't expect an update for some time, at least until patch 1.3. My frustration with this map has burnt me out and I felt that if I didn't release something very soon despite its numerous imperfections, I never would.
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MY MAPS: TH-Bayou - MSUC Honorable Mention / Best Level for Mod Category / Phase 4 DM-Foundry - 1st Place MSUC Winner / DM-CTF Category / Phase 3 DM-Collider - MSUC Honorable Mention / DM-CTF Category / Phase 2 WAR-Wastelands - MSUC Honorable Mention / Warfare Category / Phase 2 vCTF-Wastelands - MSUC Finalist / vCTF Category / Phase 2 WAR-MoltenCore-Beta1 - 2nd Place MSUC Winner / Warfare Category / Phase 1 |
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#9 |
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Senior Member
Join Date: Jan 2008
Posts: 590
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Normally I would wait to find out, but since you dont plan on any updates for a good while is there a ps3 version in the forseeable future. I just want to know so I can see whether to keep my eye out for this now or later.
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"I guess if luck wasn't involved, I'd win every one" |
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#10 |
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Senior Member
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Same here my PS3 clan run custom mods 24/7 on 2 servers. We look forward to testing new things. We could help with this if you want.
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