Your map has such great improvements that original deck doesnt.
My suggestion: in UT3 we can jump over the slime pool by double jump+walldodge here
but in UT4 we cant, so maybe an additionat platforms will help? Like that
I thought about that.
That was why in some early versions I added some extra trims and a pad sticking out from that pillar.
I will keep this in mind. But can't say for sure i will add it.
hi! ty for this nice looking deck-remake.
i am on the latest build an unable to play your map (have not yet downloaded a previous version of it).
i placed the .pak into the paks-dir and ingame your map does not appear so i renamed your map from: "DM-Deck-CLee_20150304.pak" to: "DM-Deck-CLee-WindowsNoEditor.pak" to ""DM-Deck-CLee_20150304-WindowsNoEditor.pak" - but your map is still not appearing ingame... what am i doing wrong?
thank you in advance for a a quick reply!
Sorry for disappearing for such a long time.
I guess that was because of the UT build iteration. Sometimes the old paks don't work anymore in a new UT build, and there doesn't seem to be a fix unless you re-cook the map, but then you will need the uncooked version of the map, which i didn't provide.
I have updated the thread. The new version, Deck8_20150920, is available for download. It was cooked a few hours ago with the latest UT build.
What is Deck8? You might ask. Basically it is based on Deck_CLee. I modified the "new" stuff to make it closer to the traditional Deck.
For now I feel 8 is a OK number and probably I am going to name Deck_CLee as Deck9.
There are two major updates in this map.
- BSP brushes are mostly gone. Replaced with static meshes, so that i now know what and how many meshes this map needs. They are still WIP meshes with the same grey texture and a simple material. Just to show the shapes and the construction.
- Modifications to make this one more like the Deck we are familiar with. Deck-CLee has some quite different elements, which is cool and fun from a mapper's POV, but i figured maybe I could base on that to make a version closer to the previous Decks. And both maps can share assets. I just couldn't resist.
Wow, really nice mesh work !
I'm curious about the materials you plan to use... Hope something different thanthe rregular white n orangey stuff we had lately Bricks ? Concrete? Rust ?
Requests:
1. A duel version without the extra flak/goo hallway from ut2k3 (bad for duel, way too easy to avoid fights/run away).
2. The pit is smaller than it used to be and is missing a box that made fights much more dynamic down there. If you look at the UT99 version and Epic's Deck-Test you will see that the lift/pit is actually "skinnier" and is missing the box to jump up to rocket ammo with, which gave a lot more options for fighting down there. I don't know if yours is based on Epic's shell but counting the squares between the editors the UT99 "pit" is 8x4 and the UT4 one is 10x6 and it's smaller when going by dodges as well so unfortunately there isn't room to add that box without moving the lifts back and increasing the pit the size of a small box.
Which box are you describing? That small box next to health? That was one of the most frustrating things on original deck It doesn't makes fight more dynamic, I would say "more random", becuase it's the place where a lot of players has the movement problems caused by that little box. In ut3 lifts area works a way better than in ut99... ut3 had better deck in general :P
This is playable in Seniors Nirvana .sr [Dallas] hub.
Note to anyone interested in trying the map: You can start a match on this map by yourself. Click to start and a bot joins after a minute. OR select the bot skill level and the round fills with bots.
Wow, really nice mesh work !
I'm curious about the materials you plan to use... Hope something different thanthe rregular white n orangey stuff we had lately Bricks ? Concrete? Rust ?
Thanks!
Not sure yet. I am going to look for references, try different palette. And think about lighting. Maybe something a little bit rusty or abandoned, we will see.
Requests:
1. A duel version without the extra flak/goo hallway from ut2k3 (bad for duel, way too easy to avoid fights/run away).
2. The pit is smaller than it used to be and is missing a box that made fights much more dynamic down there. If you look at the UT99 version and Epic's Deck-Test you will see that the lift/pit is actually "skinnier" and is missing the box to jump up to rocket ammo with, which gave a lot more options for fighting down there. I don't know if yours is based on Epic's shell but counting the squares between the editors the UT99 "pit" is 8x4 and the UT4 one is 10x6 and it's smaller when going by dodges as well so unfortunately there isn't room to add that box without moving the lifts back and increasing the pit the size of a small box.
A duel version like that will be a Deck16][ remake. I will be lying if i say not interested.
Which small box? The one next to the double health packs or the one with the rl ammo?
And NO, my version isn't based on Epic's shell. I don't quite understand the 8x4 or 10x6 you mentioned here. What is smaller? There isn't room in which map?
I did a quick PS work to show the differences between Deck-Test and Deck8.
Actually there is more space in Deck8, from the shock rifle side to the double healths, it is 1250uu in Deck8, 200 more than Deck-Test.
And the ammo positions are different. The yellow, the green, and the blue lines show the possible movements for jumping around and grabbing the ammos.
Overall I feel that area could be simplified by removing one small box and organizing the rest. There could still be a lot dynamic.
Which box are you describing? That small box next to health? That was one of the most frustrating things on original deck It doesn't makes fight more dynamic, I would say "more random", becuase it's the place where a lot of players has the movement problems caused by that little box. In ut3 lifts area works a way better than in ut99... ut3 had better deck in general :P
This is playable in Seniors Nirvana .sr [Dallas] hub.
Note to anyone interested in trying the map: You can start a match on this map by yourself. Click to start and a bot joins after a minute. OR select the bot skill level and the round fills with bots.
The only thing that I was asking myself is why there are 2 weapon pickups of most all the weapons except the Link & Stinger ?
I have small stuff to comments.
1) After playing for a while I thought that the corridor between the RL (left) and the lifts (right) is rather empty of something worthy. I notice the helmet isn't in the map (or I din't saw it) ? My suggestion is to add a crate (1 or 2) with the helmet inside. It would add something worthy in that part of the map, add a bit of cover in those long line of sights and some cool moves too I was thinking of those spots for putting the crate(s) :
2) There are 2x RL ammo on crates beside the Flak (located at the top left from the attached pic). I don't understand why they are place there simply because putting yourself in danger for ammo pickups isn't worth it if there are other around the level.
For the map in general, it's "Chong Lee's" standard for sure ! I truly enjoy this version in all regard
Hey Chong. I really really like deck8 and was wondering if you could make a version that has a few basic solid colors applied to all of the meshes, along with a few blocking volume improvements. Novaz and I are considering it for an upcoming duel tournament.
Also, I think the layout is pretty good in its current state. The Thighpad up top near sniper is good. Very similar to ut3 deck which I believe produced the best gameplay.
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