Unreal Tournament 2004 Icon UT2k4 Map

DM-Creekside

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Final version

DM-Creekside is finished. Sorry for posting the alpha's and beta's in the wrong place.

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  • 2y
    TheCrow1999 avatar
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    Thanks for the feedback.

    This map and several others have been unfinished on my hd for 5 years or so and since I'm not playing ut04 anymore, I thought I'd finish the maps to the level of interest I currently have. I'm not looking to win any awards, waste time creating new materials, or making flawless maps anymore. Maybe if there were still thousands of players instead of dozens, I'd do more.

    Thought I'd put them out there in case other die-hard players wanted something new. Just like it's been for ages, if someone doesn't like a map, don't play it.

    > **Posted by jefe**
    >
    > As I said in my comments about the beta, you can't use the same file name as a previous release without causing problems. Now you've done it a third time. It's still "DM-CreekSide.ut2." This version could have been "DM-Creek_Side" "DM-CreekSide-v3", "DM-CreekSideFinal" etc.
    >
    > Not giving the map a unique file name makes the map pretty much unusable on servers that use public redirects and forces people to either rename the map on their own (then there could be 10 versions of it floating around) or delete it. It's your responsibility as the author to choose a good file name to prevent these problems.
    >
    > Looks like you took the rest of my advice though. The level info is all filled now and the lighting and water look better.
    >
    > The collision on the ladder in the house is still very awkward. Ladder volumes are designed to let you move vertically, but this ladder is set at a 75 degree angle and colliding against it slows and/or stops you. There are other options like blocking volume steps that would work better at that angle. Either way, the mesh collision is causing a problem, and should be turned off and replaced by a simple blocking volume.
    >
    > There are a few other spots where collision is a bit awkward, like the board leading up to the window. If it's a small gap, put a blocking volume there to prevent players from getting snagged. Also try to keep your transitions from meshes or BSP to terrain smooth if it's supposed to be a path for players to follow. I noticed a few places where I could snag.
    >
    > Another thing I noticed is that you can walk on the tops of the fences. I don't know if that's intentional or not, but seems a bit odd. You can turn collision off on the fence and let the blocking volumes take care of that.
    >
    > I see you found a more appropriate water shader in a stock package, but you really should start experimenting with your own materials. Speaking of that the level screenshot should be 512x256 rather than 256x256 and set to LODSET_Interface rather than the default of World. This makes the screenshot stay sharp at the level selection screen, instead of blurring when players put the textures on low detail. Screenshots should be in DXT1 format. P8 works, but it lowers the color palette, much like a GIF.
    >
    >
    > Overall a good effort, not a bad map but could use a bit more polish.
    Bananite
  • 2y
    jefe avatar
    jefe Offline
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    As I said in my comments about the beta, you can't use the same file name as a previous release without causing problems. Now you've done it a third time. It's still "DM-CreekSide.ut2." This version could have been "DM-Creek_Side" "DM-CreekSide-v3", "DM-CreekSideFinal" etc.

    Not giving the map a unique file name makes the map pretty much unusable on servers that use public redirects and forces people to either rename the map on their own (then there could be 10 versions of it floating around) or delete it. It's your responsibility as the author to choose a good file name to prevent these problems.

    Looks like you took the rest of my advice though. The level info is all filled now and the lighting and water look better.

    The collision on the ladder in the house is still very awkward. Ladder volumes are designed to let you move vertically, but this ladder is set at a 75 degree angle and colliding against it slows and/or stops you. There are other options like blocking volume steps that would work better at that angle. Either way, the mesh collision is causing a problem, and should be turned off and replaced by a simple blocking volume.

    There are a few other spots where collision is a bit awkward, like the board leading up to the window. If it's a small gap, put a blocking volume there to prevent players from getting snagged. Also try to keep your transitions from meshes or BSP to terrain smooth if it's supposed to be a path for players to follow. I noticed a few places where I could snag.

    Another thing I noticed is that you can walk on the tops of the fences. I don't know if that's intentional or not, but seems a bit odd. You can turn collision off on the fence and let the blocking volumes take care of that.

    I see you found a more appropriate water shader in a stock package, but you really should start experimenting with your own materials. Speaking of that the level screenshot should be 512x256 rather than 256x256 and set to LODSET_Interface rather than the default of World. This makes the screenshot stay sharp at the level selection screen, instead of blurring when players put the textures on low detail. Screenshots should be in DXT1 format. P8 works, but it lowers the color palette, much like a GIF.

    Overall a good effort, not a bad map but could use a bit more polish.
    The Dark Rat

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Credits

Key Authors
The-Crow 1999
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TheCrow1999 avatar
Member Joined 2y
553 points Ranked 7605th
6 medals 1 rare
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TheCrow1999
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Category

Details

Version
4.00

Attributes

Miscellaneous
Players
20
Development State
Final/Stable

Stats

Posts
2
Views
3,159
Downloads
643
Date Added
2y

Rating

9/10 by 1 rater

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