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DM-DeepInside (q3 ospdm5 remake)

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    [PROTOTYPE] DM-DeepInside (q3 ospdm5 remake)

    Hi all,

    Back in the old days I played a lot of quake 3 and I also made maps for ut2003/4.

    Now with the new unreal tournament coming up, i decided to do a combination of those 2, I started remaking DM-DeepInside from Quake 3 arena - OSP.

    For those who don't know the map, i've added the q3screenshot as well, so you can see what it looked like. For a full impression of the map view this video:
    https://www.youtube.com/watch?v=v0kksgT2uZ8

    I still don't know how I'm going to fix the big trickjump gap, but i will find out something I guess.




    Any thoughts so far?

    Version history:
    Version 0.5 - Click
    - Added another jumppad I forgot to place
    - Fixed jumppad jump directions/heights
    - Various bsp tweaks

    Version 0.4 - Click
    - Finished bsp layout (roughly)
    - Added playerspawns for botsupport
    - Added necessary teleport / jumppads
    - Fixed bugs in geometry

    Version 0.3 -
    Click
    - Added sewers


    Version 0.2
    - Added 2 more rooms
    - Added Jumppads
    - Cleaned bsp errors

    Version 0.1
    - Initial release
    Attached Files
    Last edited by phyloni; 04-05-2015, 01:18 PM. Reason: Added video

    #2
    Should work good in UT4 imo given how flat it is and there isn't any tiny areas where flak and such weapons are unavoidable, looking forward to it! Had a nice flow in quake and hope its similar in ut4

    Comment


      #3
      Just did 2 more rooms.

      Got some problems to decide what to do with certain rooms, the scale is difficult.
      I will try to upload a .pak tonight so its available for 'testing'.

      Feedback is appreciated.
      Attached Files

      Comment


        #4
        I know this map well in QL but its hard to give constructive feedback based on screenshots. get a pak out there and youll get some good feedback.

        Comment


          #5
          Edit: Removed old links, added new link in topicstart
          Last edited by phyloni; 04-04-2015, 09:59 AM.

          Comment


            #6
            Update.

            Just did the 'sewer' part of the map. Now I countered my main problem with this map, the scale of all the rooms isnt the same, so i ended up gettng strange sewerways compared to original.
            It will all be fine when we have more meshes to cover things up, but still.. :P

            New link:
            https://dl.dropboxusercontent.com/u/...wsNoEditor.pak

            Feedback on geometry is very welcome.

            Comment


              #7
              cant check in game, but from screens it looks ok! keep it up!
              https://www.twitch.tv/designerued - stream - maps, models, environment.
              https://mymeshes.wordpress.com/ - blog - 3d modeling, tutorials, lifestyle

              Comment


                #8
                Version 0.5 - Click
                - Added another jumppad I forgot to place
                - Fixed jumppad jump directions/heights
                - Various bsp tweaks

                Version 0.4 - Click
                - Finished bsp layout (roughly)
                - Added playerspawns for botsupport
                - Added necessary teleport / jumppads
                - Fixed bugs in geometry

                Navmesh seems to work quite well, except for the jumppads.

                Bots are just jumping straight up. Anyone knows how to fix this?

                Comment


                  #9
                  Sorry for bumping my own thread, but can anyone give me feedback about the scaling/geometry?

                  Trying to find out how the materials work so i can texture it up a bit, then i will release a new version as well.

                  Comment


                    #10
                    Kinda difficult to give feedback without any models, textures or materials:P!
                    Also I don't know the quake map, but I really like the movement-flow in this map. Been jumping around for about 8 minutes, and I really liked it. At some points it seems a little too narrow for me, but that's just a fleeting thought.

                    Keep at it! I'd really like to see it a little bit textured.

                    Comment


                      #11
                      Ospdm5? good choice but corridors are a bit tight: except the underground, I cannot perform a lateral dodge without being stopped. (it currently feels more as a duel map than a tdm one)
                      For those jumppads you need to edit the X axis target and try an higher value.
                      Last edited by BloodK1nG; 04-08-2015, 01:34 PM. Reason: disable smiley face
                      CTF-GreenCause - DM-Blaster - CTF-RavenBreak - Assault Mappack
                      Download Folders: My maps & Assault Mappack

                      Comment

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