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Unreal Tournament 3 - DM-Bagger-SE

File Info: Unreal Tournament 3 - DM-Bagger-SE

Title:
Unreal Tournament 3 - DM-Bagger-SE
Author:
Kevin De Smet (Kev_Boy)
Created:
5/11/2009
Updated:
5/12/2009
Downloads:
 
Also known as:
Unreal Tournament 3, Unreal Tournament 2007 [working title], UT3
User Rating

/5.0

Description: Unreal Tournament 3 - DM-Bagger-SE

A gigantic bucket-wheel excavator mining the surface of Venus. I only found out when I was already 50 on the development of Bagger that Epic did a bucketwheel excavator as well for WAR-PowerSurge! I just want to emphasize I did not steal their idea or map, it's a different game-type and it's a different layout. It is entirely unique.

I submitted this map for Phase 1 but - alas - did not win anything nor receive an honorable mention, I hope through this Second Edition I can grab a spot on the winners list of Phase 3.

Make Something Unreal Submission:
- MSU Phase 3:Best Deathmatch or CTF Level
- MSU Phase 3:Best Graphics in Map




Second Edition encompasses:

1) Improved post-processing
2) Addition and removal of pick-ups for better map-flow
3) Optimized bot pathing by subscribing unattainable paths the bots would try to take
4) Optimized terrain tessellation, quite a bit cheaper to render now
5) Pushed the fog back another 1000 units, doesn’t overwhelm visually quite so much
6) Decreased the volume of the ambient wind
7) Fixed the conveyor belt making players invulnerable
8) Decreased the damage of the lava from 7hp/sec to 4hp/sec
9) Made the caterpillar threads very easy to mount and dismount, no tricky jumping required!
10) Deleted barely used materials and meshes to optimize memory usage
11) Replaced most of the generic green looking texture on the bottom of walkways
12) Lowered back arm platform so-that a single jump gets you up from the walkways
13) Clipped off the spaces between the back arm platform so you can no longer fall through
14) Added big electrical mast props, carrying electricity to the machine from the distance
15) Added more lava blobs in the distant terrain
16) Painted a second texture on the terrain, the hill actually seems excavated now
17) Improved flak cannon staircases
18) Added a second redeemer so both the front and back arms have one
19) Put more railing strutwork out-of-whack for immersion
20) Made many brushes semi-solid so they no longer cut up the BSP tree if the don't need to
21) Removed collision from several static meshes that were causing some player hang-ups
22) Removed heat-haze effect, it looked cool in the distance but made the machine look like jello
23) Working map stingers
24) Bucketwheel ‘o Powerups has been fixed!!!

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