DmHijacked

If u have any maps u made or just some u think are worth sharing Post em here
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delta
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DmHijacked

Post by delta »

I have recently been working on a map over the last week for the new clan in unreal. Having said that the map is completed. DmHijacked. Please download the map and give any feed back on it :)

http://www.cstaffdesigns.net/portfolio/ ... jacked.zip
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Xavious
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Post by Xavious »

I like it. Its very atmospheric. Shows alot of promise. A few things though:

The circular area of sky doesn't look very good. Perhaps a proper skybox would be better hee, because just now it looks like the stars have been painted on the cieling...

The glass on the floor is a good idea, except that it isn't very visible...This is probably quite unimportant, but perhaps if you set it to unlit it might look better?

What in God's name does that bloody switch do beside the rotating mover?!?!

On the subject of the rotating mover, that won't work very well online. It will either not move at all or move very buggily.

Just some thoughts. And like i say to everyone, be sure to send it to usermaps!
delta
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Post by delta »

the button next to the rotating mover opens and closes the water tank in the corner that has the shield in it :shock:
Hyper
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Post by Hyper »

Screenshot is mising. Please repost one.
plz also read: http://www.tcpclan.degroenepulk.nl/phpf ... .php?t=738

Edit: Thnx :)
Last edited by Hyper on Wed Aug 03, 2005 8:33 am, edited 1 time in total.
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}TCP{Wolf
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Post by }TCP{Wolf »

Xavious wrote: On the subject of the rotating mover, that won't work very well online. It will either not move at all or move very buggily.
Damn if I only remembered mapnames... I have seen both ends of that, in one map, you would just fall through the mover all the time entirely - in that case, the mover was very large and covered an entire upper level.

On another map, the rotating mover worked well if you could time your movements on it properly. Being a small mover - a ledge that goes around a circled center - you could easily miss the thing when jumping on it, especially when lagging. I do believe they can work when properly done, but don't quote me :P
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delta
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Post by delta »

sorry bout breaking the rules, first time poster, and as a mistake i also posted this in wrong area of yer forums and it was moved. habbit as most forums dont have a spot for custom maps and if they do they are never looked at anyways.

oh well i didnt feel one screen shot would cover the map so i took some screens of the different rooms.

Main Room
http://www.cstaffdesigns.net/unreal/mainroom.jpg

Basement
http://www.cstaffdesigns.net/unreal/basement1.jpg
http://www.cstaffdesigns.net/unreal/basement2.jpg

Engine Room
http://www.cstaffdesigns.net/unreal/engineroom.jpg

Med Lab
http://www.cstaffdesigns.net/unreal/medlab.jpg

Moon Room
http://www.cstaffdesigns.net/unreal/moonroom.jpg
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}TCP{^AngLoid
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Post by }TCP{^AngLoid »

from the screen shots it looks great i will be testing it out :)
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Post by Taz »

hehe....yeah i'll take a look :p
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Xavious
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Post by Xavious »

I guess thats a clan logo on the crates?

I remember once when i made a RCTF map, it has a huge roatating mover which circles around the arena, giving another path from flag to flag. It didn't work very well though, we tested it on Angloid's server, an he mentioned something abouta 'limiter.'
delta
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Post by delta »

yes that is the clan logo on the crates. i was a lil cautious adding the texture as the map file was gettin a bit big but the texture file managed to stay pretty small.

this is the original logo
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Post by }TCP{Ramses »

Nice 8)
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