DM-BAGGER ROADMAP ----------------- Table Of Contents: 1.0 - How Did I Come Up With The Concept? 2.0 - How Long Did I Work On The Map? When Was It Released? 2.1 - What Was The Hardest Part? 2.2 - What Was The Easiest Part? 2.3 - If I Could Go Back, What Would I Change? 2.4 - How Would Those Changes Impact The Map & Dev Time? 2.5 - Who Did What Exactly? 2.6 - What Software Packages Were Used? 3.0 - How Did The Map Get Valued By People? 3.1 - View & Download Counts? Any Noteworthy Credentials? === 1.0 === On the forums at www.interlopers.net a user started a thread about the Bagger 288 bucketwheel-ecxavator, which got me thinking about doing a map with that sort of machine as the centerpiece. I initially started the project for Half-Life 2 Deathmatch - however that quickly turned out to be the wrong game for this kind of map. I stopped the project about 30 hours into development. About a year later, Unreal Tournament 3 came out, and I instantly felt like reviving this project. It turns out though that UT3 HAS a bucketwheel-type map in it! I only found out about this when I was about half-way into my UT3 revival. Good minds think alike? Who knows - I don't want to sound to cocky :p ...but... yes, they do! === 2.0 === Approximately 200 hours during the scope of approximately 3 months. Released: 07/11/08 (MM/DD/YY) === 2.1 === Getting the bucket-wheel excavator to scale correctly. Especially in regards to the dimensions for the struts and catwalks, it was a tough balancing act to make the whole challenging for the player - while still keeping it fair. === 2.2 === Adding sounds to the map, using the fairly wide array of sounds present in Unreal Tournament 3. === 2.3 === I would give the map more visual contrast, I think the lighting it just a little bit to bland. I'd also make the catwalks/struts slightly wider and generally a bit more forgiving. === 2.4 === Not very much on either. === 2.5 === Brushwork: 100% Materials: Many standard materials were used but also many custom materials. Most of these though were not created by hand, rather they were online photographs that I altered with Photoshop. Models: Standard models were used for the machinery but most models are actually custom made by myself. Such as the red holed strutwork/brown T-shaped strutwork/grey T-shaped strutwork and green corrugated metal base plates. Sounds: Almost exclusively standard content, of course, I positioned the sounds where they needed to be and adjusted their volume/falloff/pitch and so on. Lighting: Done by me, calculated with the compiler provided by Epic. Optimization: Done by me, calculated with the compiler provided by Epic. BSP Tree: Generated with the compiler provided by Epic. === 2.6 === Unreal Editor Autodesk 3D Studio Max Adobe Photoshop === 3.0 === Feedback was good. Although the amount of servers running it is disappointing, due in part by the less than fortunate popularity of UT3 online. Also Epic did not acknowledge any credentials to my map in the MSUC which left me a little disappointed. === 3.1 === FPSBANANA: 1,937 Views - 493 DLs 1x Approved 10/10 - 1x Approved 9/10