Just found this on Digg: http://www.gossipgamers.com/monkey-isla ... ngine-mod/
Pretty cool. Is it the same project as the one on the first page here? Still, nice. ![]()
Just found this on Digg: http://www.gossipgamers.com/monkey-isla ... ngine-mod/
Pretty cool. Is it the same project as the one on the first page here? Still, nice. ![]()
Or make the windows bigger to let more light in.
Looks fine otherwise though. Not many good (mostly) indoor maps for TF2. ![]()
Thanks Algor, I see what you mean. The download zips do contain text files with a lot of that information in them, but yeah, I agree it should probably be there before you download it. ![]()
I might have a go at adding some info about the maps at some point
Hey, yeah.
I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example).
In no particular order...
The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse. ![]()
Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out.
Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side.
The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows.
There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better.
The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad.
There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink:
Various props are inside BSP or other props slightly, or floating slightly.
I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok.
That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map. ![]()
Added a download icon so it should be easier to notice now. ![]()
Cheers. ![]()
Quick question - Is it obvious that the mapnames are download links for the maps? Should I add some text somewhere, "Click the map names to download"?
Or is the red mouseover text + cursor change enough..
Thanks. ![]()
Main reason I seperated the maps out was to save people from scrolling too much.
Looks good detailing wise, but IMO sunlight may be a bit bright. Or it could be the min/max exposure settings. Probably better when playing it..
I want more good koth maps. Might make one too someday. ![]()
UT3, UT2004, TF2 http://www.slainchild.com
Don't think I've posted my portfolio here before, so here it is. ![]()
Yesterday I updated the design/layout and added some new maps. Any suggestions for improvements are welcome. ![]()
edit: the TF2 map isn't finished yet, link is to alpha build 6
Looks nice, but I can't find a download button on that page. ![]()
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The aim of HOLP is to provide Unreal Tournament 3 levels with high quality gameplay and performance, and oldskool UT visuals. This pack is not meant to rival the graphics found in the retail UT3 levels, using limited bloom, normal maps and clutter.
HOLP3 Volume 1 contains the following maps for UT3:
DM-Eluded by Ricco "BradPitt" "vybz" Sobers (2-4 Players)
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DM-Faze by Scott "Cr4zyB4st4rd" Coxhead (4-8 Players)
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DM-Integrity by Ben "Slainchild" Edney (2-6 Players)
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CTF-Isis by Magnus "Sefyra" Olin (6-10 Players)
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CTF-Orestes by Samuel "Ignotium" Méndez (6-12 Players)
[Blocked Image: http://img.photobucket.com/albums/v497/Sl…e1/c27769ba.jpg]
DM-Oxidized by Ben "Slainchild" Edney (2-4 Players)
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CTF-Politicos by Andrew "Mclogenog" Yoder (4-8 players)
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CTF-Rabalder by Dan "Daze" Banefelt and Dennis Vizins (4-6 Players)
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CTF-Tangled by Hazel "HazelH" Whorley (8-12 Players)
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Download the pack (.zip archive 230mb):
http://download.beyondunreal.com/fileworks.php/…LP3-Volume1.zip
Beyondunreal Fileworks
Self installing version coming soon...
Check out the previous HOLP packs at our website: http://%7boption%7d
You can play these maps (and previous HOLP maps) online now at the following Multiplay servers:
Multiplay.co.uk :: HOLP CTF and Greed + UTComp | 12 Slots
85.236.101.106:7777
Multiplay.co.uk :: HOLP DM and TDM + UTComp | 12 Slots
85.236.101.106:7877
Multiplay.co.uk :: BTA and BFTA + UTcomp | 10 Slots
85.236.101.106:8077
Thanks to all the testers and mirror providers who helped this time around. Enjoy! ![]()
Red light on the rocks looks weird in the first pic. ![]()
Quote from duxI've finally figured out what it is that annoys me the most about unreal 3, it's the lack of anti aliasing.Really like the first shot though.
And you can tell that Hourences is involved with this because everything is red and dark brown
I believe there was recently a patch or driver update that enables you to use AA in UE3 games.
Also: Balls!
New version, Alpha 6: http://slainchild.shackspace.com/files/ctf_creak_a6.zip
Screenshots:
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Changes:
Alpha 6
---------------------------------
+Changed the spawn rooms for new ones with the Spytech theme
+Detailed more of the Red base rooms
+New mine shaft areas off to the side of the Red base
+Constructed and detailed most of the unreachable buildings above the bases
+Swapped the railings on the outside walkways for better fitting BSP versions
+The lower passages in the mid section are now cave tunnels
+Central shed is now accessible from the roof for Soldiers and Demomen rocketjumping or pipebomb jumping
+New elevator shafts in the mid section side rooms create some extra room (elevators are static)
+Moved the large health packs into the elevator shafts, put the large ammo crates in their place
+Added nobuild brushes around the rocks outside to prevent Engineers building sentries on them
+Various trim and detailing work done throughout the map
+Player clip volumes on stairs added where needed
+Texture changes in a few areas
![]()
Made some new spytech spawnrooms since the map was missing any kind of shady science organization references:
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Work on some previously empty rooms too:
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Not sure about the bright edges but why not use BSP for the cubes/buildings for now?
Been on holiday for a while so I've only got back to working on this in the last few days.
Mines!
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Factories!
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Alpha 5 is ready for download: http://slainchild.shackspace.com/files/ctf_creak_a5.zip ![]()
Alpha 5
---------------------------------
+Added sloped roofs and trim to front of bases
+Changed terrain texture on Blu side
+Added a new underwater tunnel route to the mid section rooms from the base side corridors
+Made the middle water pool smaller
+Brightness and bloom of the outdoor lighting reduced
+Detailed Sniper bunker rooms
+Remade the cliffs above the bases
+Various texturing and trim work
+Added a few more arrow signs around the bases pointing to the enemy base
+Raised the ceiling in the long stairwells
+Changed and tweaked some of the spotlights/lightbulbs
+Added missing player clip brushes to steps that needed them
+Changed ramps into steps where needed
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Cheers. ![]()
Been working a bit on the sniper "pillbox" room today:
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Complete with jars of piss you can shoot around ![]()
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