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DM-KVARTAL

Posted: Thu Dec 01, 2011 9:40 pm
by KekC
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DM-KVARTAL
Version: 1.2
Author: ~Smith~ aka KekC

Script for CS1.6: An armed group of people holding the hostages
in the main building server KVARTAL. Groups of special police squad and
Special Forces will liberate the hostages and escort vehicles to evacuate ...

Features: Real map, high resolution phototextures, dynamically moving clouds, mirrors, operated lift, involving models of cars, bushes, interior, ambient sounds and music, navigation path for bots, birds.

Info about map: Map for Unreal Tournament v.4.36.
Real map! The prototype served as the area located in Peterhof.

Game: Unreal Tournament 1999 v.4.36
Gametype: Deathmatch, Team Deathmatch
Number of players: 32
Creation time: one month
Compile time: ~14 minutes
The computer: Pentium(R) Dual-Core E5800 3,2GHz;
2Gb DDR3; GeForce EN210 512Mb - compilation and creation of map.

Map used high resolution textures.
For support high-resolution textures with this map use new Direct3D9 or OpenGL (all included in map archive) renderer for Unreal Tournament 1999 v.4.36:
http://www.cwdohnal.com/utglr/
For Unreal Tournament (version 4.36 or compatible):
OpenGL renderer version 3.6 for UT: utglr36.zip
Direct3D9 renderer version 1.3 for UT: utd3d9r13.zip

Videos:
7ecIErpSf2g

Link to download map (50 Mb): https://gamebanana.com/maps/162073

Direct link (50 Mb): https://gamebanana.com/dl/306702

Actually almost the houses: http://www.panoramio.com/photo/2215311

More maps http://www.mapping-is.ru/html/DOWNLOADS.html#UT99

Re: DM-KVARTAL

Posted: Thu Dec 01, 2011 9:46 pm
by Creavion
Looks somehow interesting and like some hard piece of work. *dl-ing*

Re: DM-KVARTAL

Posted: Thu Dec 01, 2011 10:28 pm
by Dr.Flay
Groovy !
DLing now.
I expect it won't be long though, until I end up putting wildlife into it.
These sorts of maps benefit from having a few birds and things hopping about.

Re: DM-KVARTAL

Posted: Thu Dec 01, 2011 10:29 pm
by Isotoxin
Looking real intresting! DLing!

*EDIT*

Nice map man! Although I gotta say it was alil laggy, probably due the many tree's and stuff. Also, the lighting...You overlighted it abit, Also, The lighting was monotone, there was only 1 light source outside, with is... not much. Anyway, The design of the buildings was outstanding! Nicley shaled, etc. Maybe the inside area's where abit to the little side, But I don't rly have a problem with that. Next time, pay attention at the lighting. As I said, you overlighted it abit, which Is kinda sad. Anyway, great map, don't understand me wrong.

Oh and, next time, Be carefull with the pickups, I saw LOT'S of redemers! Watch out with that. I also noticed the many jump boots and stuff, slow down with that abit.

Good job anyways! :thuup:

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 12:23 am
by KingJosh
Good work KekC, I just got done playing this and its one of my new favorites. Urban maps have always been my preference too. Also great job with the inside scaling, its very accurate. I would give this level a 9/10, the reason its not a 10/10 is because some buildings are over lit. Keep up the good work though :rock:

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 1:41 am
by >@tack!<
wow this looks cool, good job man :D its like youre an architect who drew this new neighbourhood in 3d ( only why would an architect do that with ut99 lol xD )

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 3:24 am
by EvilGrins
I'm a huge fan of realistic maps, I look forward to testing this out.

Before I get into that, how's the bot pathing?

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 4:10 am
by GenMoKai
Gives me a feeling from some call of duty map in a city... with flats... before that game went bad with there damn killstreaks, looks great... at least for the shots, i DL it when im at home agian

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 5:57 am
by EvilGrins
I haven't tried to play the map yet but I did have a question. I noticed in the .zipped system folder you've got .dll files added.

How are these any different than the ones I already have in my system folder?

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 6:27 am
by rohitggarg
whoa!!! reality in city textures and mapping!

Why is it soooo huge..??

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 9:37 am
by KekC
All thanks! Map is working faster with new D3D9 renderer and on the computer: Pentium(R) Dual-Core E5800 3,2GHz; 2Gb DDR3; GeForce EN210 512Mb - with 10 bots no laggy (but on roofs player may view over 2000 nodes (in UnrealEd 2.0 in console input stat fps and view it), i think what ~1500 nodes is compromise). Lighting created with many sources of light simulated daylight and in UT99 no sunlight actor class, that is also compromiss.

Dr.Flay
Good idea place on map birds, but i don't know how make it in UT99 :(

EvilGrins

bot pathing on map also ready.
The .dll files in system folder is latest versions and in readme have link to download from site latest versions, i think install map and play now is easy way.

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 9:56 am
by EvilGrins
rohitggarg wrote:whoa!!! reality in city textures and mapping!

Why is it soooo huge..??
Provided it's not a massive memory drain, large maps in a cityscape are cool. Great for sniping or, if the detail is that good, sometimes fun to just take in the scenery.

I've got about a dozen realistic maps that're massive. Love them to death!

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 7:04 pm
by Dr.Flay
I've looked online for the animal pack I've been using, but can't find it. I will go home and get it from my PC.
Someone else here may have a proper distro version (I got it with a map).
Animals in the pack include;
Sparrow, Songbird, Seagull, Goose, Rat, Butterfly....

In the mean-time "enjoy" the map with the TWT Zombie mutator :satan:
http://planetunreal.gamespy.com/View.ph ... 3485#Files
I think you may end-up making a dawn/dusk or night version :wink:

I'm playing "Us Against Them" game type with MonsterSpawn and TWT Zombies, MoreGore and permanent decals
If your machine is up-to it, this map is excellent.
The only problem I've found, is sometimes I have to snipe one of my own team from a roof, if they get blown over the tree-line, as they have no way back to the map. This is not as common as another city map I love "DM-GangOfFrontCity" which I spend too much time hunting my own team bots.

Re: DM-KVARTAL

Posted: Fri Dec 02, 2011 8:37 pm
by EvilGrins
Ah yes, the Animal Pack. I have that, bit large to send via this place I think.

Setup an MH map with just the butterflies, they're damned hard to kill.

About the map itself, it's pretty good. Bit of a memory drain and that intro screen you've got pops up sometimes during standard gameplay; also, that intro screen is not at all helpful as the overall cityviews are all extremely blurry. My biggest issues are twofold:

1) I wish it were possible to go inside more of the buildings. The detail inside where you can is pretty good...but it seems like there's only the one building you can get inside.

2) As big as the map is, you've got restricted movement. There's invisible barriers setting a perimeter for where you can play...but beyond those barriers is a lot of open city. It would've been nicer is said barriers went to the extreme edges of all the city. Instead of a couple cityblocks away from each side of the map.

Re: DM-KVARTAL

Posted: Sat Dec 03, 2011 2:08 pm
by Creavion
Ok, I quickly checked your map:

Pros
  • Interesting concept/theme
  • Textures match up very well and are looking rather good
  • A good feel of "something is in the distance", outside of the level
  • Nice sounds
Cons
  • Way to spammy item placement, it really is too excessive, even large maps like these can have a somehow better selected item placement
  • Sometimes very bad and not obvious selected arena ends (I really was surprised by the ICHs sometimes) -> I would have prefered maybe some kind of barricades on the longer road or something else which could give me a clear hint
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  • The longer roads are rather boring for walking, too less variety and too long walks in the "same" direction (destructed road, ramps or whatever), so some more feel of layout would not have hurt [hinting to DM-HeatRay in UT3]
Yes, of course I could go more into detail now, but not absolute necessary.
And this is my favorite place:
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