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dU Community Map Collaboration (POLL ADDED)
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Poll

Theme for the project?
I'm fine with Ancient
  66% 
 66%  [ 10 ]
I prefer Modern
  26% 
 26%  [ 4 ]
I have another theme I want to use
  6% 
 6%  [ 1 ]
Total Votes : 15
 

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dU.Mapper
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PostPosted: Tue Aug 20, 2013 3:31 am
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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-BoB- wrote (View Post):
What about each mapper making their own part playable (temporarily with player starts and an end) and then we can test each part on the mapping server. Then when all parts are finished they can be stitched together into one map??

It saves the ones who have there part ready now having to wait so long until its tested.

Just a thought....
 

That is more or less the plan. Anyone can show his/her progress anytime for feedback and discussions (monsters, stitching, bugs, etc.).
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PostPosted: Thu Aug 22, 2013 1:37 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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Someone should make sure that the final map would be balanced (as in not some sections being a breeze and others complete torture lol) both build quality and difficulty.
Regarding ancient theme, could someone give specific examples? I take it ancient egyptian theme for example wouldn't do it right? Laughing
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PostPosted: Thu Aug 22, 2013 5:31 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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Quote:
Regarding ancient theme, could someone give specific examples?
 



Well there are quite a few ancient themed maps present on the mainserver, here are a couple of maps I can think of at the moment you can check out:

MH-LostinTime
MH-ShakraV2
MH-Kittara
MH-AncientFuture
MH-Undiscovered
MH-Seventests

And many more, you can find them here:
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PostPosted: Fri Aug 23, 2013 2:23 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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...


Last edited by Hyperion on Tue May 30, 2017 6:25 pm; edited 1 time in total
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PostPosted: Fri Aug 23, 2013 3:44 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED) (Hyper part)
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Hyperion wrote (View Post):
Alright, I found some time to finish my part, and it can be already seen on the Mapping server.
I'm still going to work on the details and such, and may change this and that, so don't take it as the final version, in case.

Just as I've been told, the map is rather big now (meaning quite long). Hope that's not going to be a problem later. =s
 


Tested your map today and i noticed a thing that i call "Traffic Overflow" which occurs when Bytes are exceeding or too close to Netspeed (10000)



- This is common when room is filled with monsters but its not on the case of this map;
- Kralls and Skaarjs lagged a little when i tried to kill both;
- The bio sludge thrown from tentacles didnt explode on many pieces and even the animation of it being exploded was not possible to see;
- Apparently, this problem ends after the middle part of the map (Slith place).

I think you noticed other issues like the missing Water Zone on beginning but not a big issue after all since the water is pretty raised for putting a Water Zone.

I am not an experient mapper and didnt understand a thing, dunno if anyone will notice the "Traffic Overflow" besides me, otherwise forget what i said.

EDIT: "Pretty raised" term doesnt seem to be the correct word, "shallow" is closer.


Last edited by Data_Destroyer on Fri Aug 23, 2013 4:44 pm; edited 1 time in total
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PostPosted: Fri Aug 23, 2013 4:36 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED) (Hyper part)
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...


Last edited by Hyperion on Tue May 30, 2017 6:24 pm; edited 1 time in total
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PostPosted: Fri Aug 23, 2013 10:46 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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I just visited the mapping server and noticed some parts which could be used in this project,
I'm a bit confused. How do I know which one is who's, to which will be put in the first place? Could this be clarified or have specific map title names?
Hellfire and Hyp's are shown in the maplist, but it is not clear to me cause there is too many of these parts.

Then I know which one to check out individually Rolling Eyes
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PostPosted: Sat Aug 24, 2013 2:59 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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The current map parts so far are MH-HFpart and MH-HypPart-1.

They're supposedly part 1 and part 2 at this point but the order is not the priority at hand for now.
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PostPosted: Sat Aug 24, 2013 3:02 pm
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Ok, thanks.
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PostPosted: Sat Aug 24, 2013 9:45 pm
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I can't believe this. I actually have more unfinished projects than I ever thought.
While searching for the missing package 'CrystalMine3.utx' , I discovered folders which I have totally have forgotten. I even have more projects. even CM-4 maps... omg.. with all this, the v3 just looks just tiny in comparison.
There is some serious organisation needed all my hardrives (which are a lot ) haha.


Anyway here it is:
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Note: Feel free to edit whatever you like to make the part more suitable, including textures and such.
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UT Name: }ElitE{HellFire` UT Since: 1999 Gender: Gender:Male
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PostPosted: Wed Sep 04, 2013 8:30 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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@ Terraniux:
Checked your Part 2 (guess it's the Crystal Mine project).
You're done with it or you were considering to make some changes?
Like the cave part I suppose you were going to add water there and change some lighting on some places.
Would be cool if you can edit it a bit so it can be used for the map since it does fit the style.
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PostPosted: Fri Sep 06, 2013 1:53 pm
PostPost subject:No icon Re: dU Community Map Collaboration (POLL ADDED)
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HellFire wrote (View Post):
@ Terraniux:
Checked your Part 2 (guess it's the Crystal Mine project).
You're done with it or you were considering to make some changes?
Like the cave part I suppose you were going to add water there and change some lighting on some places.
Would be cool if you can edit it a bit so it can be used for the map since it does fit the style.
 



To be honest with you, I am done with it.
But if you or anyone would to see changes, feel free to edit it. If some parts are too dark, need texture change,  or caves are missing water, add what's missing.
Unless you all want me to do it, then say it. No problem too.  

And if the other parts aren't too big, it would be a good idea to copy paste everything into my part 2, since mine has a MyLevel and other parts can be attached everywhere.
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PostPosted: Fri Sep 06, 2013 8:11 pm
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I would prefer if you would do it yourself since the map is all about having a different set of mappers on one map.
So if you wouldn't mind it would be nice if you could finish it.
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PostPosted: Sat Sep 07, 2013 3:45 pm
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Ok. But before doing so:
Do you or someone else has any comments or suggestions for the part?
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PostPosted: Sat Sep 07, 2013 4:37 pm
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The spawn will be a night skybox with a moon, so maybe a combination of blue/white lighting would be nice in your spawn room.
In the cave after the lift theres some weird texturing instead a cave texture and the lighting comes from nowhere.
The cave after with the big blue Crystals is good but can use some less bright lighting from the Crystals, maybe torches would be cool as a path.
Also adding a waterfall/water under the bridges (which can also be used as light source) would pretty much finish that cave.
Last there's the big cave after that with the blue/green Crystals, I think it also should be a bit less bright and maybe other light sources to light it up in some places.
The train rails are also out of place in this map (good for Crystal mine) but for this map it wouldn't fit.
I'll let you decide if you want to do anything with these suggestions, it's your map and your part.

PS: I don't know if your textures are MyLevel since I want to try to keep the entire map standard apart from sounds/music to reduce the download since it's going to be a big map.
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PostPosted: Sat Sep 07, 2013 6:13 pm
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...


Last edited by Hyperion on Tue May 30, 2017 6:23 pm; edited 1 time in total
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PostPosted: Sat Sep 07, 2013 7:29 pm
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Yes, the map is practically empty when it comes to gameplay, but like I said it is a leftover project from the CM series.
I will edit the map next week, this weekend I am busy with stuff.
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PostPosted: Sat Sep 07, 2013 10:30 pm
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I'm surprised to see you guys think Terra's #2 is fine. I'm okay with it since you are, but I want to say what troubles me:

This doesn't look like ancient to me. Both the textures and archi. It's more like old industrial (as in 19th century).
It may pass as ancient by changing the custom wood textures to regular UT textures (wood or stone), and removing the railroads and barriers.
Anything technological doesn't belong imo.


I liked the stuff in Terra's #1. Maybe it can be used too.
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