|UR| Littlefoot More RedBull and doughnuts for the duck!!!!!
|U
choongsta yo whatup fellow map makerzzz
zimm BEER for duck
BugDave lub is in the air
Dierth wily is still pimptastical, w00t!
punkinseed looks very intersting. I look forward to seeing it
Karib I will begin my map :p
zimm you must make GREAT MAPS!! and you do. duck ROCKS
choongsta greetings
zimm where's this new map eh?
Karib I will try a map myself :)
FSK405M imma goin to quak con next year, i promise!
Havoc
[DiE]rth wily makes maps for the people!
FSK405M i will download an 80 Meg version on superman!!!
no-1 nintendo
nintendo the day after2
PowerRAV can i be a superman_beta tester? =P
FSK405M Kick Ass
Nonus I know I rock but I dont know about the others
FSK405 wily duck you all rock!
M yay
Nonus Someone just went for a pee in the pond
BugDave I Lub You
FSK405M brb going for another beer
FSK405M I sell maps for beer money
Hybridesque *squeek!* *BANG*, was that my shotgun?
el kabong ferget koth gimme Giant of the Valley
FSK405M beer = money
FSK405M money = beer
Soft2 Quack!
FSK405 KAG Pirate HAR HAR HAR Lighting-Of-Gonads
FSK405 SPIDER As usual ur maping skills is amazing me
Scotsman Holla
FSK405M ut_temple2...... mmmm
FSK405S Deer season is over, is it duck season yet?
[C-88]GO-GO Dam U...... Dam U all.
Dragonne{TRIAD} Try using EZGen for terrain.
BugDave FUCK YOU JOE BOO!
Tetrahydro awsome fun with 30 bots,head,head,head,head,head,h
FSK405E mushroom 2 pints of beer and half a duck please
Coinbird I want some coins
Marsupilami Do the Kirby dance <( ' ' )> <(' '<) (>' ')>
FSK405M YARRRRRR KAGG MANNN
Elmo The Sniper
Nonus Lord of Doom and Hatred a life lived is a life wasted
Nonus Lord of Chaos A blending we shall go
Nonus stop stealing my bah foof
FSK405N .:nugjar:. doh!
KAG Pirate HarHArHAR YAR Givey me, all be coins there mateee!!!!
FSK405 Earl Can't wait to play it man!
Packrat Ducks of a feather flock together!
foof add some softtrucks on the outside of the buildin!
FSK405|SPIDER Rock on man the map is looking cool!
Apoofoof this map pwns!
FSK405 Dubya oops ...
Apoofoof bah!
FSK405M
FSK405 a wily duck Shoutout to everyone at the pond!
4-18-2007
The mapmaker has transformed into something great. I'm currently finishing the last beta to be released
as the final. Unfortunately, the media server has died, and I'm not sure where to stick it. Hopefully
Ghozt will be able to help me out.
Once released, there will be so much more ease to get radiant configured and usable for Urban Terror 4.
The original v01 was very notepad driven, lots of dry reading. Now, it's been sexified with html,
clicky things, and better visual examples. Lots of new content too.
There's some game reviews I want to do when I can... Psychonauts and Paper Mario 2. But very
interesting games.
A few more shader techniques I've thought of. Paying attention to grass on curbs, I think there's a blending
tecnique that might work well for edges, and for surfaces, I'm looking at ways to make give folliage
more depth, less flatness.
Also been paying attention to real world lighting. Hmm... I wonder if I could use a hall of mirrors
effect behind a tex to create sunlight blur...
4-6-2007
Wow... I finally got a worthy tutorial together (and for 4.0). You can download the package here:
http://media.digitalamusement.com/maps/ut4_mapmaker_v01.zip - UPDATE new version available
Extract this zip file to your quake3/q3ut4 directory. Follow the included instructions.
This file will greatly assist in getting you mapping for Urban Terror 4.0 asap. Use the DA forums
for additional questions, or email me.
4-5-2007
Let's put a little proof to the talk.
Inversion Mask Lighting:
Bricks from ut4_sanctuary, normal lighting:
Inversion mask technique:
This is reminicient of a method
I came up with some time ago, however there's a few differences in how the end goal is
reached. An inverted greyscale alpha mask put through a luminosity blend
starts the process. :)
I'm going to continue my experiments, then pull together a map with the
resulting effects.
4-4-2007
Second night playing. The game changes before my eyes. Maybe it was a totally
different set of maps. First off was turnpike. It's new, it's better, it
looks GOOD. There's slight gameplay improvements over the last. Overall,
a great way to start the night.
Played some more maps, now I'm starting to see the real potential of 4.0. The
characters do look cleaner (and there's some rather impressively detailed textures
on them). The guns are cleaner. I have few problems with hit detection. Loading
ut4_riyahd, I like it! The sand looks good, the buildings in the middle remind
me of paintballing. The ability to slide feels even better now.
Algiers is solid, I like the new changes. Suttle, seem to work well. Speed of
the game is fast... I can see I've rusted a bit. Although I still pwn with
the HK69 grenade launcher. ;)
Tonight I hope to look more into the shader tests I've been conjuring up. I've
got some hollywood magic in store. The main one I call Inversion Mask Lighting.
The second will be tricky - Phantom Material Recess Texturing. The third is near-distance
detailing. Serious Sam implemented something like this.
DankRider pointed out something very important today that I recognized in yesterday's
review. The included maps are narrow and small. No large maps. The game needs large
maps. I'd like to get a urt4_superman_b3 compiled. I think KOTH is first on my
plate of funmap remakes (yes even before sled_extreme).
More to come. Things are looking up.
4-3-2007
Tried some experimenting against the released 4.0 files. What I ended up with,
is a repacked install file that's 25% smaller. See for yourself:
This was done without any changes to the final files. Both above will end up as
the same q3ut4.
Next, finally got some good time in on 4.0. My thoughts:
- I'm not impressed, but it is a better game
- The texturing, although skillfully worked into the maps, are still low-res within
5 feet
- Most of the maps play very much the same... some routes, move through the
linear paths, shoot forward. Little deviation from the standard.
- The engine appears maxed out. It's time for a new engine that's more capable of
using the hardware's capabilities. Sorry Quake3. :(
- FPS appears generally lower.
- Hit detection appears very improved. Not perfect, only a few issues. Actually,
it was finally fun to use an automatic weapon again. :)
- The lighting doesn't seem that drastically different. Again, better. I say this because
of the texture resolution issue. Appears to be contrast issues with washed out greys
instead of hard dark recessions.
- Sliding adds some movement relief, retaining the speed of the game.
- Hats n stuff are great additions. Little things count. :)
- Rommel (now ramelle) blew away most of the tunnels. This sucks, hard. Graphically,
I felt like I was in a Quake2 mod.
- New player models are cool. Their running animation looks slightly strange,
but then again I could be too used to current animations.
- I think the maps in general are unrealistically lit which deviates from what
really is some good looking maps. Ramelle could use some of that contrast drear.
- I like the idea of ioUrbanTerror - standalone. See my comment about this in the
Urban Terror forms: http://www.forums.urbanterror.net/index.php/topic,7336.0.html
- In Oswald's radio show, why, why?! could he simply not resist unnecessarily talking
shit about people like he's the end all answer to what's right? Com'n, why is he
still trying to push people away? There isn't many left!
Ok that last point is more me bitchin than anything, but disappointing none the less.
Overall, I think I'll enjoy the game more making fun maps than playing the game. In the
meantime, let's have a little more fun:
The release of Urban Terror 4 has commenced. Unfortunately, on what is usually
my day off work, I had to come in. Realizing I've waited for this day for about
3 years, I couldn't miss it. Using maximum skill (and luck),
I finnagled an irc connection to #urbanterror and #fsk405 on ETG. From where I'm at,
this feat isn't easy to accomplish.
Shortly thereafter, I suddenly somehow became involved with the release.
Man it's good to be part of the community again. Not just that, when all was done,
it been a long time since I've felt like I gave something significant back.
Today it was in the form of release distrobution. I'm sure a couple hundred
gigs were freed off other servers, giving gamers the goods faster. I'm going to keep
these files up for a while. If in the future the links no longer work, it shouldn't
be hard to find the files.
Also on-the-fly, thanks to a lot of frustration buiding maps in the past, I was also
able to step up and provide a quick solution to the hunkmeg problems that
started showing up for a bunch of players. This fix made it's way to the
Urban Terror website immediately.
I'm pretty satisfied with my contributions today. :) Maybe I'll even get
to play in a few days... thanks to everyone that made this release
possible. I'll follow up soon.
3-25-2007
Ha, no way. Silicon Ice gave a release date for Urban Terror 4.0? Ha. First,
let me thank whatever backstabbing tester for leaking the files - you
lit a fire under their ass. It's a dishonorable move and puts the developer in
a bad position, so for that I scold thee.
I've come up with a few shader ideas. This one is fairly simple. Involves
the lightmap blended with multiadd, a high contrast black/white of the underlying
texture blended with filter, then the texture. I'll try to get a demo up
soon.
Lastly for tonight. I found there's a new/current version of Gtk. Not GtkRadiant,
but the backend program that powers gtkradiant. I installed this, and was able
to finish ut_sled_free. In fact, I've done some interesting work with gen_surf
to create a suitable mountainside for ut_sled_extreme.
3-15-2007
Finally, a new release ... or updated and released, whatever. ut_sled_free is done, out
the door, played, tested, played, liked! Here's the premise:
Teams spawn on the side of a mountain, each has their own zone. When
you hit the hill, it's like a big slip-n-slide.
All this ski/snowboarding makes you go FAST. The map curves so you can
whip and flip with crazy airtimes.
So now you're glancing around as the world blurs by, and another guy drops in from
another route, moving fast too - it's a firefight on rails now! Very James Bond-ish
because now you're moving (slide direction influence) while trying to hold your
crosshairs on the target.
By this point you're moving somewhere around 60mph +/-20 while hill, edges, terrain,
curves, speed etc are turning an exact science into probable cause. Here, it's actually
fun to miss...flying downhill with bullets blazing past...sometimes the reverse of
a mexican standoff.
Anyone remember SkiFree for Windows 3.1? That was a great 16-bit game. Simple and fun.
Got that same kind of feel here (without the sasquatch unless him and his bro yeti
show up ;)
Another unique map by a wily duck. Glad to have it working and cleaned up. Looking to
create sled_extreme - already have some of the heightmap done. Might still take some
time thus I make no guarantees. The lighting of this map renders it potentially able
to be used right off the bat in 4.0. It's always fun to skip vis calcs. /me ducks
:V
3-2-2007
One thing I've learned about common society - expressing opposition is easily interpretted
as "hate". For example, I would not be surprised to hear a person say "duck hates oswald".
This would be far from the truth, for I do not hate Oswald. I highly disagree with many
of his decisions, which is a world away from something like hate. In fact, I've gone so
far as to suggest a working recovery method via IRC to propel Urban Terror in the face of the
leaked 4.0 files. I expect no response on the matter, we'll see if that goes anywhere with
tomorrow's Urban Radio show.
It's been a while. Frog has convinced me to work on ut_sled. I have finally made the
modifications needed to fix the broken spawns, and add some visual additions. This work
got the mapping blood flowing, and as such I've conceived the next version. Tomorrow
I will release ut_sled_free, the update to ut_sled_v2. Within a month I intend to have
the next version, ut_sled_extreme ready for release. Now, this depends on some variables
I don't have control over, specifically my current situation with my work.
Significant is occurring on a daily basis. Regardless, I've got my plan for the map, I want it to
happen.
A rather amusing story - a couple weeks ago I was playing DBZ on the Wii after throwing a
football around all day. Fighting 5 guys in a row (this was a lot), on the 5th I was in a
kill-or-be-killed situation. A rapid thrust forward with the wiimote and my shoulder went
with it, tearing something within. Needless to say I lost. It hurt, a lot. Is this a
"quick blame nintendo and $ueeeeeeee!" moment? hell no. My own damn fault, and it was
pretty funny too. Didn't pick up the Wii for at least a week and stayed extra nice with
motions from my right arm. Picked the game up, tried the same fight, couldn't win because
I still had concerns of overstressing myself. Probably about two weeks, came back, played
strong and won. I sit at a computer far too long.
2-10-2007
It bothers me I am unable to dedicate time to mapping. There's the real-world reasons, and there's
the psychological reasons.
In the real world, I have personal priorities, extremely high ranking. There is the matter of
work, my job, it's fate. My company has just been bought out, leaving the short wick of doom
lit by a laughing mad bomber looking at his watch getting closer to $$'oclock. Team members
falling off, leaving the burden to the remaining. I like a challenge. This challenge, however,
incurs another challenge of sliding extra time into the multitasking machine. I'm not complaining.
It's tough but I fanagle some out of it.
Then there's the psychological. Oswald. He is the eccentric, arrogant gloom cast over an otherwise
great community of free gaming. Worse, he's the center-foo that calls the shots. I've voiced my
opinions on the matter many times, more or less the damage done to the game of Urban Terror. Obviously
as the front-man, he's had to do some things right to keep the game at least alive for 5+ years,
but what does it matter when he's the one being looked up to, looking back down telling the folk
STFU MY GAME DO IT MY WAY I KNOW WHAT YOU WANT ALREADY. Hey whatever man. Fuck: you. Your persistent
inability to appropriately identify with your position as a community leader has cost you dearly.
Most players have moved on, most mappers have quit, or perhaps moved on, and you have nothing
but excuses to show for it.
Urban Terror also lost one of it's best mappers, not known for great looking maps, but fun, playable
maps with a great deal of replay value. Speaking from being the mappers' greatest fan, that mapper
is ME. The maps I come up with are my favorites because they're the most fun. "Most" is relative of
course, a category inclusive to some other fine maps, like eagle, laberinto, rommel, park_ave,
etc. I mak|de maps that I'd play to absolute death. ISn't that the purpose of a game? When will
gamemakers begin creating seperate maps for competition vs public play? id Software's Enemy Territory
would have been out months ago if they weren't so damn concerned about competition balance. Here's
an idea, create a public map version that doesn't have to have flags tweaked down to the unit, then
you can sweat over how L33t_D00d can execute the almost-hax combo move. It's easy! pub_ubermap gets
released first (don't use it as a lazy excuse for forcing a release i.e. could've spent an extra
8 hours on just simple optimizations, that'll burn you), then moooonths later comp_ubermap gets
released.
Gaming is in a tough state. See below for my review on Dragon Ball Z for the Wii. That's gameplay.
Unreal Tournament - Onslaught. That's gameplay. Ms. Pacman. That's friggin gameplay!!! Making a
fun game isn't that hard! It's going to be 1985 again before you know it...
1-18-2007
Here's what I have for you this week - yes weekly is the best I'm going to do for now while I maintain
and grow the DA forums. :) I've been quite fortunate to own a Nintendo Wii for over a month now. My
current game is Dragon Ball Z - Budakeiakadlalsdkjfwhatever.
It's been a very challenging and extremely rewarding game. There's so much depth to the controls. It's
very much like Soul Calibur, with two more axis's and the ability to use the Z-plane for fighting. Seriously,
O-M-G the fight sequences are incredible.
If you're a fan of the DBZ cartoon at all, you'll understand the intensity of some of the more epic
battles. Amazingly, absolutely amazingly this game has accurately captured the over-the-top fighting
style that is DBZ. Let me give some initial examples: enemy is 200ish feet away horizontal, floating. I'm
on a raised plateau or something. Enemy lights up a huge energy blast beaming in my direction. Note that
this beam is rolling in real time, and FAST. I see, and react with a paniced whipping of my left hand to
the left, my guy leap-cartwheels out of the way as where I stood is now occupied by a barreling subway train of white light.
I could have hit down on the d-pad on my right with the correct timing and teleported out of the way, or
just held down and hoped for the block. I could have reversed with a instant released beam of my own, minimal time
pending, to lock into an energy struggle where I'd whip around the analog stick to overcome. In another fight
that struggle occured at the third/final guy in the fight, both of us had a hit left, we somehow locked
in an energy struggle. The fighting is EPIC. The levels are HUGE (think superman x 4 for most maps). Another
guy hits me, I'm sailing backwards to a rock wall, and with cartoon dead-on action, I hit the button at
the right time, toes touch the wall instead of my back, I leap right back with the same inertia then
land a kick upon approach.
None of this is scripted. It's all timing. All of the moves per character are at one's disposal, it's
a huge undertaking to get them down... well because although the fighting is good, the game has a HUGE amount
of depth! How many characters? Hell I've only seen a few dozen and they span eras from end of red ribbon
to at least buu. And there's a LOT of empty character slots. WOW. There's a lot of game modes, I'm hacking
at the story. All the cut-scene fat has been cut, maybe too much. They say action, now. It's also funny
when the story goes linear and you whoop the next dudes' ass with a character, only to have your character
lying in shambles in the following cutscene. lol "hey I totally wiped the floor with that guy! what!?"
I want to say the controls make the game, but no, there's a few other platnium points. The graphics:
what's this about the PS3 having this incredible rendering capability? All who have witnessed DBZ have
noted the excellent graphical work. It's cartoon-rendered. It moves, looks, and plays in-game exactly
like the cartoon. Stunning. There's environment damage. Leave holes in the ground with the enemy you
dropped like a meteor. Throw him through a mountain, a building, whatever. And then there's Goku's
spirit bomb. Get one of those off on your opponent.... and scale back to planetary view as you watch
about a 1/16th of the planet get re-arranged, return to the level that totally decimated, armageddon
style. The voices are right on, American cartoon version of course. I want to hook this up to my surround
sound system.
A few more notes on fighting. The controls and moves alter based on some conditions. Close combat has
different fighting capabilities than long range. The wiimote keeps a cursor on screen - that you
can use for making hits accurate, or pull it close to the edge for a change in styles, or bring it
off-screen in either of the four sides to trigger yet another move set. All of these things are
happening at once, it's overwhelming for a while. The toughest part is remapping the brain to
handle both the new controllers and the behavioral movements, then factor timing into the mix -
attacks, counters, defense, relocating, when to generate ki... etc!
This is the first console game I've been excited about playing in a long time. The Wii controls
have proven to be a superior control set when taken full advantage of. I've heard of the gamecube
wavebird control being used instead because of the lack of will to learn the advanced nunchuck
controls. It's truly a worthy game.
1-11-2007
Not a lot new to report on the dev side. Playing games, comes down to the Wii. It's a lot of fun to play,
you must watch for the gimmicky stuff. It's seriously like Nintendo 8-bit all over again. We'll benefit
from the reprocussions of Nintendo taking the gaming industry by storm in the next year. Once the newness
and coolness of the motion sensing wears off, it's time to learn the new controls. By learning, I mean you
have 2 full new sets axis's to figure out how to interact with. There's a hardware learning curve, but it's
worth it.
The ps3, as expected, is somewhere over there, where it exists but popularity is not. Funny how the first ps3
I saw was around a few guys playing madden for the ps2 on it. It's going to take a while for the console to
catch on. Meanwhile, the Wii is an experience one needs to experience. We're living in the future, maaaan.
Yeah, and no new superman of any kind until at a minimum urban terror 4.0 is released.