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Dateiname: DM-Aly-SE Download

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Dateigrösse: 24,44 MB
Autor: Stevelois
Hochgeladen von: Schotti
Hinzugefügt am: 21.02.2010
Downloads: 910
Bewertung: 0
Map - Pics
DM-Aly-SE DM-Aly-SE DM-Aly-SE
Beschreibung
Map name : DM-Aly Second Edition
Map file : DM-Aly-SE
Map game type : DM / TDM
Version : 1.1
Date : 20 / 02 / 10
Players : 2 - 6
Requirements : UT3 + Patch 2.1 + Titan Pack

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Author
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Author name : Steve Loiselle (Stevelois)
Country : Canada
Lauguage : French
Homepage: http://stevelois.wordpress.com

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Story / Histoire
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Long ago, the inhabitants of this quiet & serene place mysteriously disappeared ? The subsequent population reconstruct through the remaining architectures. However, this population also disappeared leaving no clue, no message, no trace ? Nobody has any answer, it suggests that all these people were kidnapped by a unknown higher power, Aliens perhaps ? Welcome to Aly ...

Il y a très longtemps, les habitants de ce lieu tranquille & serein sont mystérieusement disparus ? La population subséquente a reconstruit au travers des architectures en place. Néanmoins, cette population à elle aussi disparue ne laissant aucun indice, aucun message, aucune trace ? Personne n'a de réponse, c'est à croire que toutes ces personnes ont été enlevées pas une force supérieure inconnue, par des Aliens peut-être ? Bienvenue à Aly...

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Installation
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Extract the archive into :

"My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps" directory. If this folder is not currently on your system, you can safely create it. The archive contains :

DM-Aly-SE.ini
DM-Aly-SE.txt
DM-Aly-SE.ut3
DM-Aly-SE_LOC_int.upk

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Author note
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Aly is my third map. Since the 2 previous one took me months to build, I wanted to make a simple & nice atmospheric map with just a bit of deco. No complicated mesh work & such, just the minimum to make it look, sound & feel pleasing. I made the 'NE' (Night Edition) & the 'NE FPS' after the day version. I wasn't satisfied with the first day release (1.0) but after working on the NE verions, I decide to rework on the day version & publish this SE by enhancing this & that. Since I was had it, I made drastic pickup changes to bring to the SE a completely new gameplay.

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Dev. section & platforms
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Final 1.1

. Tweak culling & collisions values on big rocks outside the play area.
. Tweak lightning in general. It's more blueish than before & also change some settings on mesh / materials.
. Tweak postprocessing effect of the map in general (Bloom, DOF, etc).
. Tweak fog & sun flare.
. Tweak music settings.
. Tweak water postprocessing volume (Udamage pool & deadly waterfall).
. Add blocking volume near the Sniper, the Stinger, the Shock, the lift near the helmet & from the RL weapon base location to the helmet to enhance flow.
. Add custom barrels & other visual stuff.
. Remove all lanterns & replace them with torches / torches holders since they're more appropriate than lanterns & all torches as there own fire sound & will inflict 5 points of damage (the big bunch of very hot wood near the waterfall inflict 20 points of damage). There isn't as many torches as the NE version. Only half of them to add some colors / contrast.
. Remove the glass on the floor in the RL building so you can shoot trough.
. Open up the small wall near the Bio to enhance gameplay.
. Replace stock jumpad (the default one as a default sound) with the 'mute' one (no default ambient sound).
. Enhance the surrounding water material.
. Redone all pickups placement except the Udamage & 2 vials.
. Redone sky dome material.
. Redone preview screen.

Final 1.0

. Add blocking volume outside the RL building first floor so when player pass on the narrow mesh they don't hang on the mesh on the wall.
. Polished the hole on the first floor in the RL building. I forget that in RC1.
. Tweak the blocking volume in the RL building ground level so now you can hide behind the empty baskets.
. Add few trims here & there.
. I've been able to replace the stock wood material with mine on all assets where the stock one didn't look good.
. I notice some leafs passing trough the rocks when you pass in the narrow corridor to reach the Sniper weapon base. It's fixed.
. Adjust the small waterfall sounds a bit near the Shock weapon base.
. Adjust water volume velocity of the Udamage pool.
. Tweak path nodes around the Udamage pool so bots have less difficulties to get out from the pool.
. Tweak all the post precessing volume & physic volume for the non playable area.
. Optimize the map a bit not only about proper material but also by culling some mesh.
. Lot's of little things here & there not worth mentioning.

Release Candidate 1

. Fix player being stuck on the rock below the helmet.
. Fix player being blocked if your moving along the wall near the Bio base & going forward the tights pad.
. Fix player being blocked if your moving along the big wall beside the Bio.
. Fix a flickering mesh in the building in front of the Sniper.
. Adjust collisions on a lot of assets (light fixtures, trees, etc) & make blocking volume if necessary.
. Adjust the lift matinee sequence, the one that you can make a jumplift & land on the higher level or the helmet platform.
. Enhance blocking volume on all trees.
. Enhance a lot of material since most of the stock used aren't enough detailed (all tiles, rocks, foliage, grass, bricks).
. Redone all the lighting.
. Add light fixtures, trims & others small stuff all around the map.
. Add 2 reverb volume, 1 in the Udamage pool & 1 in the waterfall near the Bio to add a nice subtle underwater touch.
. Player can fall in the waterfall near the Bio but you will get damaged & die after few secs in the waterfall bottom. The waterfall spot is also better looking.
. There is spots around the map where players may want to go outside the play area, since a lot had ask me to not to block them & let them choose to go outside or not, well I ear you... if you go out the play area, you will get damaged & die with a nice effect that is like a 'sunburn'. Bottom line, stay in the play area
. Finish the exterior building in front of the sniper.
. Finish the floors all the way the Bio & Shock weapon.
. Add a damaged windows on the upper level between the Link & Sniper.
. The grass as been changed for a slightly more yellowish color & is less bright.
. Remove the 2 fruit baskets in the building lower floor & add some custom emitters.
. Redone the preview screen.
. The sun size as increase by ±20% & the sun flare as been adjust accordingly.
. A plethora of small additions / changes here & there that is to long to list.

Beta 1

- All there. Visuals, ambient sounds, music, etc.

Alpha 2 & 3

- Redone the map all over from scratch for alpha 2. For Alpha 3, it was all related layout & pickups enhancements. Therefore, the only things that as been done is the BSP geometry.

Alpha 1

- Initial release.

PC PS3

Final 1.1 x
Final 1.0 x x
RC 1 x
Beta 1 X X
Alpha 3 X
Alpha 2 X
Alpha 1 X

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Special thx, credits
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- All who as provide me great feedback, ideas, suggestions & support. Those dudes are Bl!tz~, Diesalot, Lord_PorkSword, molosev, Odedge & Thrallala. Your the best feedback ever mates & this map wouldn't had been as good without you all !
- rathalos150, Tipper & Zerglings for your constant encouragement
- apophis3d for the wood material coming from his custom materials pack
- Sebastien Nova for the jumpad without sound
- ShadeMistress for her barrels coming from her tropical static mesh pack
- 3D Buzz, DGUnreal, Hourences, Passion3D, UDN, Waylon Brinck for sharing your knowledge
- Epic for the editor & assets

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My PC specs
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OCZ 600 Watt
Asus P5N-D (NF750i)
Intel Core 2 Duo E8400 (3.0 GHz/1333/6M)
4 GB OCZ Reaper (DDR2 800 Mhz CAS 3.4.4.15)
Saphire Radeon HD4870 1 GB with Catalyst 9.10
Segeate 500 GB 32 MB
WinXP SP3 with all latest updates

PS: I'm getting a minimum of 75 FPS playing against 3 bots with my rig in 1680x1050 everything set to max.

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Custom content
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Yep, the angelic background music edited by me.

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Final maps for UT3 (newer to older)
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DM-Aly Second Edition
DM-Aly Night Edition FPS
DM-Aly Night Edition
DM-Nano
DM-Station 12

More work in progress maps on my homepage.

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Legal stuff
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Unreal® Tournament 3 ©2007 Epic Games, Inc. Unreal is a registered trademark of Epic Games, Inc. ALL RIGHTS RESERVED. All other trademarks are the property of their respective owners.

I have spent a lot of time developing my map, so please ask me permission before doing anything with my map or using any of my custom brushes, music, scripts, sounds, staticmeshes, textures, or other custom objects such as emitter and particle settings from my map in your own works and WAIT for a yes/no. It is customary in the mapping community to give credit to the source of any custom resources that you use, so including me in the map's readme credits for any of my resources used is appreciated.

My map is for personal use only, you may not sell, lease or rent my map, including bundling them with other maps in files or on disk or CD-ROM without permission; you may not place any of these files for download on any other web site without permission; you may not create derivative works based on that map without permission; you may not use or modify any custom meshes, music, scripts, sounds, textures included with the maps or any of the other included files for your own works without permission; you must include all files in the original package whenever you distribute the file; you may not remove or modify any copyright information in any of the files.

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