ut4_temple2_alpha

wily duck, Wed Jun 01 2011, 12:48AM

Currently on the scrim server, available for download. UM3 helped test it tonight, looks like gameplay holds just fine! There's a few visual artifacts, but nothing distracting from core gameplay.

If you haven't played the map before, it's vast! You will find many routes up, down, around, and through, along with secret areas. The map is quite explorable.

Enjoy!

Shot0046
Re: ut4_temple2_alpha
wily duck, Wed Jun 01 2011, 12:52AM

Ah and the file is in FSK405 TS3 uploads channel.
Re: ut4_temple2_alpha
Tranc3r, Wed Jun 01 2011, 02:00AM

I remember in 3.7, Follow the leader was always played on this map; classic times.
Re: ut4_temple2_alpha
LadyHellfire*, Wed Jun 01 2011, 03:05AM

Shame FTL is "missing" from 4.1(.1). Would LOVE to try some C&H on this one, maybe even Bomb :) Great map!!!
Re: ut4_temple2_alpha
Reflux, Wed Jun 01 2011, 10:10AM

I'm sorry, but I thought it was due to the changes in character size that caused our FTL maps to fall by the wayside. Now I'm even more upset at FS. How do you go from 3.x to 4.x and drop such a major component of the game?

The map is great. It is dark, but that is the point. The shadows and lighting make sense to me, though it might hinder the game for many. The murky water is great. It looks grossly dirty to the point I want to avoid getting in.

How did UM3 play it when there are no green arrows?
Re: ut4_temple2_alpha
DankRider, Thu Jun 02 2011, 06:19PM

clipping issue

1307056788 791 FT49391 Shot0001
Re: ut4_temple2_alpha
DankRider, Thu Jun 02 2011, 06:30PM

more clipping

1307057417 791 FT49391 Shot0002
Re: ut4_temple2_alpha
DankRider, Thu Jun 02 2011, 06:43PM

Texture issue see through wall

1307058187 791 FT49391 Shot0005
Re: ut4_temple2_alpha
wily duck, Fri Jun 03 2011, 08:42AM

Thanks DankRider. I'll have the glitches fixed in alpha2. Being on top of the cylinder path by the water is not a bug though - it's intended, although it may get clipped later. Fokker's spawn glitch is fixed. Some other artifact glitches got fixed.

Any comments you guys can add while the map is still fresh will help get the map to a beta state.
Re: ut4_temple2_alpha
BanMe, Fri Jun 03 2011, 08:53AM

I had this happen a few times. When a blue guy would jump out of the water he would stay the murky red water color for a second or two. Not to major, just seemed a bit odd.
Re: ut4_temple2_alpha
Pyrite, Fri Jun 03 2011, 09:22AM

Looks nice, gj duck
Re: ut4_temple2_alpha
Explorateur, Fri Jun 03 2011, 06:17PM

I found a glitch - i will try to get a screen shot later.
When walking through a particular doorway it will all of a sudden zoom in like as if im scoped but with lines across it. I then can see through the wall across from me (googles of course)


Re: ut4_temple2_alpha
Explorateur, Fri Jun 03 2011, 07:36PM

Ok this may not really be anything but here it is.
When creeping up the doorway the scoped affect will take place.
One time during game play I was able to see someone moving fast on the other side of the wall (since I had noob vision). Once he appeared I shot him (he was my own guy - lol oops)
I tried to re-create it a minute ago with someone standing there but it didnt work.
1307147773 2085 FT49391 Shot0017

1307147773 2085 FT49391 Shot0016
Re: ut4_temple2_alpha
Sasquatch, Fri Jun 03 2011, 09:00PM

Wall hack.. i knew it ;) jk
Re: ut4_temple2_alpha
wily duck, Sat Jun 04 2011, 11:42PM

Yep there's a vis problem there, will fix it.
Re: ut4_temple2_alpha
Tranc3r, Sun Jun 05 2011, 12:47AM

Notice how XP turns off his hacks when someone joins. (Look at timeleft and the white dots on his screen). jk!

Also, are the speakers still there and playing the same old school music?
Re: ut4_temple2_alpha
wily duck, Sun Jun 05 2011, 09:56PM

alpha2 is out. Should clean up the loose ends.
Re: ut4_temple2_alpha
Explorateur, Sun Jun 05 2011, 10:18PM

you da man dood -- appreiciate it
Re: ut4_temple2_alpha
wily duck, Wed Jun 08 2011, 01:21AM

I got some important feedback tonight. Our one game showed me how the spawn positions needed a complete overhaul. I've made the changes already - red spawn positions are greatly diversified, and blue got spread out. The red flag has been moved forward near the waterfall tunnel.

Dankrider brought a clipping issue to my attention regarding the ropes on the bridges where the rope would interfere with shooting if you stood right by the rope. That has been fixed.

I'm in the mood to get this map into beta, so any feedback is helpful.
Re: ut4_temple2_alpha
wily duck, Wed Jun 08 2011, 11:50PM

Any mappers interested - I've created a versioning script to migrate a map to another new map. For instance, I just tell it take ut4_temple2_alpha2 and make it a ut4_temple2_alpha3 and it handles all associated files. Next time radiant is loaded, I open my new map and it works perfectly.

PM me if you're interested in this.
Re: ut4_temple2_alpha
wily duck, Fri Jun 10 2011, 12:12PM

For those following this thread - I've added a new escape route from blue flag, utilizing the statue crate. You'll take a secret tunnel and slide into the main water area, accessible only from the top of the crate.

The hidden tomb room at the top far end of the map now becomes a vertical gameplay route. The only catch is you need at least one grenade to get in or out. I feel this improved route speeds up gameplay in the far reaches of the map that is not traversed much currently.

Tried my hand at some splashy waterfall effects but wasn't happy with the outcome yet. I should have alpha3 ready tonight for playing (not so much testing cause you need to play it to reveal what's bad/broken etc lol).
Re: ut4_temple2_alpha
Explorateur, Fri Jun 10 2011, 03:29PM

cool beans - i didnt think that map could get much cooler!
Re: ut4_temple2_alpha
wily duck, Sat Jun 11 2011, 06:33PM

It can and I'm trying. I'd like suggestions on any improvements of any kind. Unfortunately I was pulled away for the first few minutes of the alpha3 release so I'm not sure what the first impressions were or what to focus on.
Re: ut4_temple2_alpha
LadyHellfire*, Sun Jun 12 2011, 04:19AM

I absolutely LOVE Follow The Leader on this map now!!!

Saw something I thought was new tonight, but it was on the Blue side, and hard to get to as Red due to the number of Blue shooting me. Need to load it up locally and explore.. really like this one a lot!
Re: ut4_temple2_alpha
wily duck, Thu Jun 16 2011, 01:43AM

I have a bridge to sell you.

Temple2 Newbridge

The original temple had a bridge here. I liked this idea so I built one too. Whiners may not fully appreciate it because the base boards are quite "trippy", an intentional artifact.

No matter how you cut it, the new bridge looks damn good.

Temple2 Newbridge2