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Post Info TOPIC: UT4: Orbital Debris 2015


Connoisseur of Bourbon!

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UT4: Orbital Debris 2015
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I'm remaking Orbital Debris for the new UT!

It will be a mix of normal and low gravity and will hopefully turn out OK!  aww

I released an earlier version but wasn't happy with it so I'm restarting from scratch!

Here's a couple of screenies of part of the new layout:

 

Debris%202015_zpsuedumlzo.jpg

Debris%202015a_zpslnrysaoa.jpg

 

 



-- Edited by Lord_PorkSword on Monday 9th of March 2015 12:53:52 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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RE: UT4: Orbital 'something or other!'
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no no ...i m not surprised! ...lol...
nice to see you building something in the space, cant wait to try it in fact, i remember i was completly crazy with your maps when i discovered em in UT3

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RE: UT4: Orbital Debris UE4
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Done a heap of work on the map today.  I have bot's in and working...but had to add a number of platforms to help them get around the map. 

Bots are quite ruthless but they still don't dodge jump. :(  This map has a heavy focus on dodge jumping,  and I've found it's improving my dodge skillz.  ;)

I'll be creating a post on the Epic forums.

Updated screenies!

Nav Mesh:

 

 



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Connoisseur of Bourbon!

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I'm still working on the layout as I'm not happy with it but I thought I'd upload the umap file for anyone who want to have a play!  There is no bug fixing of any kind on this version...just the map as it stands right now!

Grab it here:  http://www.mediafire.com/download/r9rv63d8q9ugpgn/DM-Mik14b.rar

Copy it to "UnrealTournament\Content\Maps" then open it as a level in the editor.

Has bot support.  Play the map then enter the command 'forceaddbot' a few times to get bots in.

If the 'editor' crashes when you play it in a standalone window just load up some other map, then play in a standalone window and hit esc at the UT screen and create a new match and then select the map.

Have fun!

Here's a pic:

Regarding the layout...I'm releasing it here rather than over at epic as I'm not happy with it atm.  I suspect the layout will get a major overhaul before I release on the Epic forums. 

I love the new dodge jump mechanics in the game however they make it difficult for this style of layout as it's very easy to accidently dodge to your death.

This is a public thread so if any UOF visitors are welcome to check it out.  Just leave feedback/thoughts! 

Enjoy the dodge jump practice.

 

Warning...The bots pick you off very easily when jumping in low grav. 



-- Edited by Lord_PorkSword on Sunday 18th of January 2015 12:51:41 AM

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Connoisseur of Bourbon!

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Restarted from scratch as I wasn't happy with the old layout. See 1st post for a quick view of how the new layout is progressing.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looking very good mate...

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I've almost finished the layout on the first half of the map!

Two new images:



-- Edited by Lord_PorkSword on Wednesday 11th of March 2015 02:34:41 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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even untextured and without static meshes the place already have a true looking with thoses very very reallistics shadows & contrasts....i m impressed !
BTW Mick is the Ed more friendly now ? i mean....less complex to use and more close to a "classical" UE :interface, commands and map location ? i ve dowloaded each update with my finger crossed...i just wait to be sure to succed to do something and not just learning how to....haha

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I've only really touched the surface of the editor atm, as I'm just working with BSP. Lighting will be interesting as there's some changes to point lights with their mobility setting. By default point lights are set to 'stationary' and you can't have more than 4 overlapping apparently. This caused me some issues until I noticed it and was able to set it to static, which worked like the previous editor. The screenies I'm posting are with no lightmap resolution changes on the BSP. The new engine(and even UDK) calculate light much much better then UT3's engine. I'm looking forward to nailing down the layout then giving it a first lighting pass.

One other interesting thing is that I'm finding I use the perspective viewport almost exclusively now with only the occasional jump into top or side. Having dual screens is a major benefit as I can move all the toolbar windows onto the second screen enabling me to make the perspective viewport much bigger which makes it easier to map.

I've fleshed out the centre debris area components and will now move onto the other half of the station. The centre area shown will not be laid out like that, I've only placed them so the parts kinda logically match up. Once I've gotten the layout of the second station end I'll then start to move the central area sections around to a more final layout.

Here's two screenies showing the centre components:





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Here's the proposed layout!

 



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Youtube vid of layout!



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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the layout is looking very good mate....i repeat myself but.....the contrasts lighty areas/shadows are really impressive! :)

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Wow, that is really impressive LPS!

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Alpha available here:
www.mediafire.com/download/gk9a8n7j31iisee/OrbDebrisAlpha.rar

NOTES:
Basic lighting...not even a proper pass!
I wanted to have terrain included however I currently cannot get the visibility tool working so it's all BSP!
Pickup locations aren't final, just in to get a feel for the map! Suggestions very welcome in this regard!
Recommend 4-8 combatants.
Warning: Bots are bastards at picking you off whilst mid air! I had to drop them to a skill level of 2. :x

Feedback welcome!

Have fun!

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