Welcome to CMM

The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_RLab_alpha3

Alpha versions of your map
User avatar
DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

ut4_RLab_alpha3

Postby DagF » Thu Oct 20, 2011 9:55 pm

Hey

I've made a layout that i think may work.
I have drawen it in radiant and painted the map with 3 textures just so i can play the map to see how the layout will work.

This is first alpha and it's just a layout test really.

Download alpha3http://dagfro.de/q3ut4/ut4_rlab_alpha3.pk3
Download alpha2http://dagfro.de/q3ut4/ut4_rlab_alpha2.pk3
Download alpha1http://dagfro.de/q3ut4/ut4_rlab_alpha1.pk3

I'm running the alpha1 on my server, it does only suport ts and tdm so far.
server ip 79.160.152.184

No images of the map sorry. It's just to boring right now and it's a layout test so i dont really think about if it's played or not as loong as i get it tested some.

I'm just making a note here so you know it exsists.

Thanks for your time, and if you have anything to say about how the layout works, the gameflow works what i should add or make in the map or how i should change the layout. Make a reply :)

-DagF

*Update
After much help from Del i think i have managed to get an ok layout. But there is still more to go on. I will do alphas till the layout is alright(max two more i think) then there will be fewer updates as i start detailing the map witch is something that will take time.

*Update 2
New update of the map. I will prob have to playtest it somebefore making more changes. The server is as allways running this map.
Know bugs
-flickering skybox(its supost to do that but its a bit ugly)
-a few misfitt textures, i gouth i got everyone but no :/
-worldspawnmessage foult
Image

MajkiFajki

Re: ut4_RLab_alpha1

Postby MajkiFajki » Thu Oct 20, 2011 10:52 pm

My 2 cents.

Beside some funny lines of sight:
Image


It has wasted potential. Underground military labs could be easily created in levels (currently it's flat). Think about some areas that has some purpose. Like this:

Image

You can go upstairs, make some jump, whatever. More then just "ground floor".

Add a garage, vehicles there will also allow some vertical gaming, they would act as big boxes for jumpers:
Image

Or make some part of labs accessible from outside:
Image

Just don't put this map in tight corridors - UrT is way too fast for that :)

User avatar
johnnyenglish
Space cake
Posts: 893
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: ut4_RLab_alpha1

Postby johnnyenglish » Fri Oct 21, 2011 4:36 am

I like that layout - it's really simple but has opportunities for height variation - perhaps make the center a little more open but it's nice and fast.

User avatar
DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

Re: ut4_RLab_alpha1

Postby DagF » Fri Oct 21, 2011 6:00 am

Thanks for the replys :)

@Majaki
Really good ideas.
I think i will make an exstra sett of connections from the action areas to the center.
Building in heigth so the action areas is no longer just a coridor but more like a room.

I will fix the lines of sight(I tought about it when i drew it and tought: ill fix it while in radiant).
I'm also going make the center path go deeper so there is space for some taller rooms wihtout to logn stears and such.
The two other paths will be on ground leve(spawnromms level) and on 4 units about ground level.

Ill see how this turns out and if i get time do an alpha 1.5 or 2 :P

@John
Thx :)
I want fast gameplay and i want the feeling of a lab(it's not the same as making a real lab just making the mood).
Image

MajkiFajki

Re: ut4_RLab_alpha1

Postby MajkiFajki » Fri Oct 21, 2011 9:38 am

Check out Null's Subterra - he has some great ideas there.

Image
Image
Image
Image
Image
Image

User avatar
DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

Re: ut4_RLab_alpha1

Postby DagF » Fri Oct 21, 2011 10:26 am

I'm wokring on it right now.
I will compile it if i feel its okey and do a alpha 2 today
i will try to make the map out of my own mind to make it not to much like other maps and so i get the theme out.

I started on this map becouse i really liked a lab theme.

I have added a 2th floor in the main room and made the two other action areas taller.
I'm adding paths to the 2th floor now.
Image

User avatar
ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: ut4_RLab_alpha1

Postby ValkoVer » Fri Oct 21, 2011 1:17 pm

DagF wrote:@Majaki

xD

User avatar
DagF
Posts: 276
Joined: Thu Aug 18, 2011 8:40 am
Location: Norway
Contact:

Re: ut4_RLab_alpha1

Postby DagF » Fri Oct 21, 2011 1:53 pm

Image

MajkiFajki

Re: ut4_RLab_alpha1

Postby MajkiFajki » Fri Oct 21, 2011 1:56 pm

"Majaki" in polish is a word used for babble when someone has a fever :D

User avatar
Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: ut4_RLab_alpha1

Postby Delirium » Sat Oct 22, 2011 1:05 pm

Here's my thoughts

The sides need to be more open, and the middle has WAY too many entrances. 8 is too many entrances for one room.

I dislike the "indoor" feel of the map, if you look at all of the maps in UrT none of them are all indoors. You might want to fix it up.

The blue X's are balconys to higher areas and I think you should have multiple spawns and spawn rooms for CTF/TDM and then have them blocked of for TS.
I wasn't too sure about bomb on this map so I have no input just yet
Attachments
shot0227.jpg
Image


Return to “Alpha”

Who is online

Users browsing this forum: No registered users and 1 guest

cron