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Mr E

DM-Skydrill A small UT 4 player DM map

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During the summer I've been working on this map that takes place on a huge laser drill powered by Liandri. It's designed to be played by 4 players for some fast action deathmatch. There is still a lot to be done on the map just posting it here to get some feedback.

Download the map (updated 24-01-2017)

 

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Edited by Mr E

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Updated the map with some decals and made some changes to the lightning and water also placed some of the sounds. 

Will update the thread with a new download link soon(updated!) 

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Edited by Mr E

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Finally got my editor up and running again after a month without Internet (the editor broke so no offline mode) and I also made an upgrade from my GTX 670 to a GTX 1070.

Any feedback is appreciated i'm going to upload a version to download as soon as the compile is done. (update it's here: https://mega.nz/#!VAxhlIRS!aDgGrC5qEW2KhXLBIXcvBQdoy_0DZyPDgx2MWKN1M1k )

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Edited by Mr E

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Looks pretty neat, would love to play it with some people. Do we have a community playtest server for UT on Mapcore? 

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On 10/14/2016 at 6:02 PM, Czoolz said:

Looks pretty neat, would love to play it with some people. Do we have a community playtest server for UT on Mapcore? 

Thanks!

 

I just made a new bake of the map (download here updated 28-10-2016) gonna post a few updated pics and a new gameplay video in a moment.

 

 

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Edited by Mr E

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Very visually appealing, dense and the size seems appropriate for the amount of players you're going for. The layout was easy to read and it didn't take long to memorize the positions of weapons. I also appreciate when a level offers small gameplay choices, such as the multiple paths up the lower elevators, with the optional side-ramps and elevator jumps to the next floor.
One part I felt disrupted the flow were the elevators leading to the top floor, which I felt had a too narrow top platform. My first time I ran straight off the platform and died, and even with prior knowledge it seemed finicky. Possible solutions could be to extend the landing platform, block it off, or perhaps to put the elevator on the back of the pillar, facing the player toward the center of the map when getting to the top.

Great work!

Edited by Lkarlsson

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Wow this is a huge moral boost!, yeah re placing the elevators is a lot of work but it would make the jump less tricky and make the player explore more of the area behind the pillars. Next version of the map is going to have armor placements placed in certain areas after some of the UT communitys said that there was no effective way to counter the Flakcannon on the above floor.    

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      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

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