DBW-CastAway V1.0
Moderators: Jay2k1, DavidM, The_One
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- Posts: 137
- Joined: 07-10-2003 20:54
DBW-CastAway V1.0+V2.0+V3.0 Final
hi volks,
i just finished my first map for UT2003,
and guess...its a db warfare map.
One of the greatest mods ever!!!!
Map Info:
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In a valley filled with deadly water lies a steel/stone pond,
where players fight against each other.
Map Size:
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About 5 Meg.
Download:
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Version 3 Final: http://www.pcgamemods.com/3170/
till now none, i dont want to make my development-server
public.
so if any one has a server where i cant put it on or tell me
where to put it, i would be grateful.
thn
Nolan
i just finished my first map for UT2003,
and guess...its a db warfare map.
One of the greatest mods ever!!!!
Map Info:
------------
In a valley filled with deadly water lies a steel/stone pond,
where players fight against each other.
Map Size:
------------
About 5 Meg.
Download:
-------------
Version 3 Final: http://www.pcgamemods.com/3170/
till now none, i dont want to make my development-server
public.
so if any one has a server where i cant put it on or tell me
where to put it, i would be grateful.
thn
Nolan
Last edited by =(ACE)=Nolan on 25-11-2003 03:19, edited 1 time in total.
http://www.pcgamemods.com/2/
I would suggest pcgamemods. Call it DB-Warfare-Mapname and put it in the deathball section or the beta section if it's still a beta.
I would suggest pcgamemods. Call it DB-Warfare-Mapname and put it in the deathball section or the beta section if it's still a beta.
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- Posts: 137
- Joined: 07-10-2003 20:54
okay, i uploaded it there.
what a crap with the screenshot making on this website.
Download:
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http://www.pcgamemods.com/3071/
feel free to download, screenshot are on that page.
Nolan
what a crap with the screenshot making on this website.
Download:
-------------
http://www.pcgamemods.com/3071/
feel free to download, screenshot are on that page.
Nolan
This map has potential but it runs far too slowly. My guess is that it is mostly because of the terrain you have in the distance, but I could be wrong. I'd personally suggest that you take a serious look at what kills the framerate on this map.
Gameplay-wise I think it could be fun, though the little boxes may annoy people who like using grenades. I can't be sure of this until I can test it on-line.
Gameplay-wise I think it could be fun, though the little boxes may annoy people who like using grenades. I can't be sure of this until I can test it on-line.
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- Posts: 137
- Joined: 07-10-2003 20:54
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- Posts: 137
- Joined: 07-10-2003 20:54
i switched on the fps while playing....17-20 fps 
in the projektor zones.
this map does not contain antiportal actors,
maybe thats the prob.
but i dont know where to place them, the map is too open.
maybe under the terrain.
another solution would be to remove the four projektors
on that map (2 RED/2 BLUE).
by the way, did you allready play it online?
and do you know how to import staticmeshes done with
maya in ut2003?
i tried it with actorx, but it wont work well.
how must the polygon-objekts be arrangend and named
so that it works.
thx
Nolan

in the projektor zones.
this map does not contain antiportal actors,
maybe thats the prob.
but i dont know where to place them, the map is too open.
maybe under the terrain.
another solution would be to remove the four projektors
on that map (2 RED/2 BLUE).
by the way, did you allready play it online?
and do you know how to import staticmeshes done with
maya in ut2003?
i tried it with actorx, but it wont work well.
how must the polygon-objekts be arrangend and named
so that it works.
thx
Nolan
Last edited by =(ACE)=Nolan on 19-11-2003 16:11, edited 1 time in total.
Mastering Unreal, aaah what a wonderful site to find everything you need to know.
Optimising your level (anti-portals)
http://udn.epicgames.com/pub/Content/LevelOptimization/
Static Meshes: From MayaPLE to UnrealED 3
http://www.leveldesigner.com/index.php? ... doc&ID=163
You'll find all the information you need in there. I very much doubt having anti-portals inside the terrain will do much, unless there is quite a bit of terrain behind that which is visible.
Optimising your level (anti-portals)
http://udn.epicgames.com/pub/Content/LevelOptimization/
Static Meshes: From MayaPLE to UnrealED 3
http://www.leveldesigner.com/index.php? ... doc&ID=163
You'll find all the information you need in there. I very much doubt having anti-portals inside the terrain will do much, unless there is quite a bit of terrain behind that which is visible.
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- Posts: 137
- Joined: 07-10-2003 20:54
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- Posts: 137
- Joined: 07-10-2003 20:54
we played it yesterday on coffins private server.
gamplay was very well, but i need do change some things
• Starting Pos. (Too Many and Some are to close to eachother)
• The Pillars in the middle (Bigger and higher)
• On the plateau where the super fontains are (heighten one of the two front crates)
• The second Superfontain in the pit (more forward to the net)
Nolan
gamplay was very well, but i need do change some things
• Starting Pos. (Too Many and Some are to close to eachother)
• The Pillars in the middle (Bigger and higher)
• On the plateau where the super fontains are (heighten one of the two front crates)
• The second Superfontain in the pit (more forward to the net)
Nolan
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- Posts: 137
- Joined: 07-10-2003 20:54
-
- Posts: 137
- Joined: 07-10-2003 20:54