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Schotti
10.10.2010, 19:59
DM-Chiasma (http://www.utzone.de/forum/downloads.php?do=file&id=3642)

Beschreibung:
DM-Chiasma
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Author: Acherner
Map Name: DM-Chiasma
Version: Final
Install Size: 40.6MB
Players: 9 +/- 3
Published: Oct 2010

Built on: Windows 7 & UT3 Patch 2.1 + Titan pack (No titan assets used)
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Installation:
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1. Extract CookedPC folder to:
[2000, XP user]
"My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps"

[Vista, W7 user]
"Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps"

2. Run Unreal Tournament 3, choose "Instant Action", and select "Deathmatch",
"Team Deathmatch", "Duel" & "Betrayal" to play the level.


Authors Note:
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This is my first attempt at mapping.


Map Note:
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This map is a fork form DM-Richter, shortened and modded to give a early evening feel.

DM-Richter_LP
|
| --- DM-Richter_SP (UDamage Side)
| |
-----
|
--- DM-Chiasma (Berserk Side)

The Name: DM-Chiasma

While halving my map I draw on the analogy of meiosis where the diploid chromosomes(2n) are reshuffeled before deviding to contain the haploid(1n) genome. This process generates an amazing amount of genetic diverity via cross over or Chiasma.


Features:
-Interactive traps for vest armor and super health.
-Custom music
-Custom materials

###### Change Log ######
-Lighting/shadowing (accomidates vivid PP much better now)
-New materials added
-Lots of mesh alingment issues/ edging added
-Added new emitter for ambiance
-Blocking volumes
-A bit more deco meshing
-Tweaking sound radii
-Changed the lift outside to Berserk room to use lift jumping
-Swapped link gun for bio riefel beneath sheild belt
-Tweaked ammo pickups

RC

-Changed water material to a calmer version
-Added trim around grating in Berserk room -thanks Syphix
-Enabled light mapping on meshes where possible for better shadows -thanks Stevelois
-Reworked sounds so it tappers of more gently -thanks Stevelois
-Fixed light meshes represnting the surrounding colour -thanks Stevelois
-Created animating light material to for Berserk spawn sequence -thanks Stevelois duplicating epic content tutorial
-Rengineered super health spawn so it doesnt need script for easier installation
-Added blocking volume to prevent potential problems
-Corrected a trip hazard


Beta 2

###### Game Play / layout ######

-Redistributed player starts so areas get more even distribution of players.
-Moved shield belt to a more central area.
-Added flammable gas valve beneath shield belt balancing "Doh" with ha you got immolated.
-Added another vent form shield belt room lift jump. Now you have the option of slomo shield or route to
sniper rifle above super health pool.
-Added stair well in shield belt room Breaking a up long corridor, greatly increasing flow.
-Added another escape route out of lower level shield belt area breaking up corridor.
-Replaced Invisibility with health vials.
-Added a lift jump to inside cooling tower encouraging bots to grab the redeemer more often.
-Added pipes on the outside of cooling tower, now bots have more paths and use the area more intelligently.
-Several small changes to health and ammo and weapon pickup locations.
-Added vents intercepting Berserk room & shield belt room x 2.
-Removed spotlights on tower (see lighting improvements).
-Opened up the mine area but blocked the mine shaft coz its only one way.
-Removed sound cue on Redeemer pickup (as its a occasionally clobbered by other fx's).
-Added a ramp at the back of the Super Health pond.

###### Aesthetics ######

-Added Terrain layer.
-Major overhaul of lighting/Added Post Process - the level is much brighter with more contrast/ shadows.
-Shadow and light mapping have been improved for crisper contrast.
-Replaced wall with Trellis type mesh near elevator in mine shaft room. Brightening up that area alot.
-Centered many pool pistons and sniper perch in Berserk room. Ops.
-Replace fans meshes, Thanks Bl!tz
-Replaced water material in Berserk rooms Thanks Bl!tz
-Replaced a few materials. Added some new ones.
-Added edging around roof of shield belt room.
-Tidied up materials around elevators.
-Made the non functional cooling fan looks more derelict so your less likely to use it to cushion your fall.
Thanks Lex.
-Changed the sky dome material so it fits the brighter lighting scheme.

###### Troubleshooting ######

-Improved bot pathing - bots now brave the jump form the tower and used it more for sniping, redeeming and hijincks.
-Improved performance slightly.
-Added blocking volume in several snag areas.
-Added blocking volume to smooth out stairs in inside water way area.
-Massaged the timings on the Super health/ Berserk spawn. They now sync perfectly. Bot pathing is also in sync.
-Removed several collision issues.


Beta 1

###### Advice taken ######

-Removed Spider Mines, X-Ray Field, leaning towards removal of Invisibility. Added many more health and ammo pickups

###### General ######

-New Berserk spawn sequence: Area modified to make it easier to get in and out.
A reciprocating water pump floods Berserk room while opening up outer pond for health pickups.
This area is rapidly reversed on Berserk pickup adding to the fun.
-A major overhaul of UDamge spawn sequence. Central cooling pond had been shrunk and Cooling
fans replaced with a central Collection point for the UDamage. Collection of the UDamage randomly propels
the pawn to either side of the cooling pond. As well, base jumping form the top tower is safe, provided you aim for
inside the UDamage pipe (While the UDamage is present).
-Redeemer spawns to much improved structural tremor effects - you cant miss it. Added Sound cues to Tower pickup events.
Improved the Towers Acoustics giving it more echo.
-Added a booby trap power box beside the lift jump to Flack cannon to offset the health pickup there.

-Opened up many new areas.
-Many Texture changes
-Much more deco meshes.
-Fixed collision issues on several meshes.
-Fixed a hole that allowed player to leave the game world.
-Improved bot paths
And lots of minor stuff.
############

###### Special Thanks ######
[Custom Music]
zYnthetic
Community Bonus Pack team
[Beta Testers]
Bl!tz
Lex
Stevelois
Syphix
Taffy
Tipper
[Support]
coolcat22
Piranhi


###### Tutorials and knowlegde ######
3D Buzz, Hourences, UDN, Stevelois Enforcer tut/Duplicating epic content, Odedge awesome link resource, Ambershees scripting tutorials, Waylons Learning Unreal Engine 3, IceCreamYou UT3 Tutorial Index, AVLD Kismet, Ben Burkart Level Optimisation, Eat3D, Joshua Javaheri[youtube]
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Legal Info:

Copyright / Permissions
-----------------------
This level is copyright 2010, by Nicolas Green

Authors may NOT use this level as a base to build additional levels without explicit
permission from the Original Author.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD or any
other electronic medium that is sold for money without my explicit permission!

You MAY distribute this level through any electronic network (internet (web/ftp),
FIDO, local BBS etc.), provided you include this file and leave the archive intact.

Unreal® Tournament 3 (c) Epic Megagames, Inc. All Rights Reserved. Unreal
and the Unreal logo are registered trademarks of Epic Megagames, Inc. All other
trademarks and trade names are properties of their respective owners.

Schotti
11.12.2010, 11:36
DM-Chiasma (http://www.utzone.de/forum/downloads.php?do=file&id=3642) has been updated!

antineff
11.12.2010, 19:12
Sorry, aber ist nur eine Verlinkung zum RC2.

Schotti
11.12.2010, 19:21
soll auch so sein!
der autor hat seine map von final auf rc zurück gesetzt