A Treat For All You Ut Fans

GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
edited July 2004 in Mapping Forum
damned i miss the old UT99 maps,

CTF-FacingWorlds, DM-Barricade, betitude, deck16 and all the classics <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

sooo, i decided to start making the UT maps, but in NS - here a VERY early screenshot of my first one... Deck16][ - the first of many to come....

IF anyone is interested in helping me create an NS, UT Map pack then please let me know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

<img src='http://www.clanscf.com/deck16/deck16.jpg' border='0' alt='user posted image' />


***** Please note, this is an EARLY Screenshot, the latest ones are on a later post
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Comments

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    I think the biggest complaint people will have to this is that many of those maps are very "open". *cough*facingworlds*cough* And this means hell for the aliens because they have no ranged weapons. (Though skulks running under the world... to the back of the base... hmm...)

    But there were a few good tight'n'twisty ones IRCC, though their names I can't remember (been so long since I played it!). Would certainly be better than those CS for NS maps! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> You'll also probably want to add vents where appropriate.

    Looks like you have a ways to go, so good luck to ya!
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    looks like a good start it would be cool if you can make it a deathmatch kind of map like put the hive ina sealed off area and the command chair in a sealed off area then just have people respawning everywhere
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    hmmmm, now theres an obvious though over looked idea....


    its going to be combat and the hive and CC will be in certain points (not saying where)

    but as for the spawn points, yeah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> n1
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    Man, I used to _love_ deck16 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Hope this turns out well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    copying is not a good thing. start making your own maps! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    I have been making my own maps, and do.. .but i wanted to do somthing different
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited July 2004
    I think it was DM-Liandri, hmm, that map with the spiral staircase and all, the elevator in the middle..., god, I loved that map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I didn't like deck16 too much... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Anyways, the texturing needs work <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    I hope that texturing ain't final. Looks kinda bland.
  • MADMEEMADMEE Join Date: 2004-07-23 Member: 30059Members
    i have also been thinking of the idea of making ut maps for ns, especially deck 16. but i thought its just never gona work as its too open. maybe you can make it work, i hope you do. it will be great fun to run around deck 16 again.

    i was trying to think of someother maps that might work.. but carnt remember them as well as the legendary deck 16 that came from the orignal Unreal game <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->

    As for Lt.Gravity post, i think its ok to remake these great maps for other game just to see how they play and to keep them alive as players move from game to game. And it would be pritty hard for the mapper to class the map as his own work as the maps are so well known, howevery they should get credit for converting the map and over comming any problems encountered.

    id like to do a ut map sometime but 1) im working on my map atm 2) i have a co map planned next 3) id need to install ut to inspect the maps which requires finding some hard disk space <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    gl neways
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    For all thoes with comments on the texturing, - the image has since been updated with the start of re-texturing that area, i have imported some of the textures used in unreal, to HL, as they were the same (256 colours and same dimensions)

    Keep checking back here for progress and new pics <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    ** Time to go make some more screenshots of in-game UT, for the next area <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I was always a fan of the huge CTF maps, Darji16, LavaGiant, November, OrbitalLE102, Face][, Diamond Sword.

    If only the new UT games were half as good as the original. There are still upwards of 3000 CTF servers out there, and probably 5 or 6 times that many in total for all game modes <3
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the redeemer: favourite toys for the private grill-party in your backjard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    but I would like a semi-complex map. but moving space in unreal maps is much too open.
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    I am aware of the "space" issue, wide/long corridors, and large open rooms,

    this is why i choose deck16 as a starting map, as it doesnt have much open space (other than the large central area, which im going to see about putting a glass sheet over or somthing.. dunno yet)

    other maps such as liandri, which is a large room with lots of walkways, could be broken up quite easily,....


    also i am scaling the maps to 75% size of the original, because of the geometry differences AND the size/space on the maps...
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited July 2004
    Question: did anyone ever make anything semi-good with the UT editor? Christ that thing must have taken some time to master <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    I made quite a few, even had several realeased and posted on UT websites.. I could send you some if you wish,... just msg me in IRC on GameSurge or QuakeNet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    Here are the latest Screenshots for you....

    <img src='http://www.clanscf.com/deck16/deck16-1.jpg' border='0' alt='user posted image' />
    <img src='http://www.clanscf.com/deck16/deck16-2.jpg' border='0' alt='user posted image' />
    <img src='http://www.clanscf.com/deck16/deck16-3.jpg' border='0' alt='user posted image' />
    <img src='http://www.clanscf.com/deck16/deck16-4.jpg' border='0' alt='user posted image' />

    -------------------------------------------------------------------------------

    That is the central room DONE!! -
    Next... comes the top corridor,
    Then the "lift room"
    then the "redeemer" room (probably will end up being where the hive is, dunno yet)
    Then ill work on the corridor down the side where the rocket launcher used to be... Then the room hear where the Bio rifle was,, (probably gonna be where CC is, or near there, dunno yet)
    Then light the damned thing...

    -------------------------------------------------------------------------------

    For thoes who want a screenshot of the original (UT version).. here it is

    <img src='http://www.clanscf.com/deck16/deck16_orig.jpg' border='0' alt='user posted image' />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Looking good so far, I just hope that the hl engine can handle the central area (r_speeds)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    some screensshots houldbe enough to map that beats in no-time. personally would like a more technical look but its obvious that this is meant as a "ported" map.

    does anybody know, why unreal maps are often kind of unrealistic? look this ramps: no metall, stone whatever would carry the weight of more than one person if its this thin.
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    edited July 2004
    Lol, I did think about changing it a little, which i may still do... - but either way, why does it have to be realistic? its a game!! hehe, If ppl wanted realism, they would go out and about <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> - but yeah, i know what you meen, - lets see how it turns out to start with
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Well, since it's the future and "Deck 16" sounds like it's on a starship I'd think it would either be:

    A: A kind of super ceramic custom tailored to withstand forces much better when horizontal

    or

    B: A kind of metal tailored to look like ceramic

    Either way I'd think material science would have advanced to the point where those walkways could be millimeters thick and still go good.
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> well said Cronos, N1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    As for the r_speeds - at first run it touches 890 (OUCH!!) - once its all done im gonna try tweak and fix a bit and get it down.....

    still runs @ 100+ fps tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    <!--QuoteBegin-Lt.Gravity+Jul 25 2004, 10:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jul 25 2004, 10:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> does anybody know, why unreal maps are often kind of unrealistic? look this ramps: no metall, stone whatever would carry the weight of more than one person if its this thin. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <b>Unreal</b> Tournament is <b>unreal</b>istic.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    So will there be env_glow right under each and every lamp?
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    Dunno yet... probably yeah.... (unless its too much of a big hit)

    either way.... i compile on a Dual CPU so it only takes me 5 mins (somthing like the size of ns_bast takes approx 8 minutes)
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Aren't the ramps in the UT2004 version metal? I see no harm is straying a little visually from the original design.
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    Will be a treat for all us UT enthusiasts !

    Looking promising.
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    <!--QuoteBegin-Swiftspear+Jul 25 2004, 10:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 25 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aren't the ramps in the UT2004 version metal? I see no harm is straying a little visually from the original design. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Dunno.... But i assume that would be Deck16 ]II[ (4) or sommat like that, since the original UT was Deck16][ (2) and UT2003 had deck16]I[ (even orig ut had ]I[)_ so dunno.... ill look into it though.. ill see what's what and what i can sort out... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->




    P.S. ----- an yideas on where to put the hive/CC would be GREATLY appreciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • LordyLordy Join Date: 2003-10-12 Member: 21627Banned
    great that you started mapping ghozer, nice start
  • GhozerGhozer Join Date: 2003-05-22 Member: 16617Members, Constellation
    Hehe Lordy... i have mde a couple of maps (or at-least started) waiting for a hive from 1 person to finish first map, and second map (combat) i ran out of inspiration.... but yeah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i think the openness wont be a problem with people respawning everywhere because there will be no set directione where enemies come from so you cant just camp somewhere looking into a wide area
This discussion has been closed.