Name: Nano Game type: DM / TDM Version: Beta 1 Compatibility: Patch 2.1 + Titan Pack Story / Histoire:
Once occupied by Axon, this base under rock was used to store mainly toxic containers. It was discovered by coincidence by the Necris. The Necris have setup this base & use it as a 'Nano' storehouse. We can found several types of Nano, the yellow, the yellow/orange, the green & the black.
Autrefois occupée par les Axon, cette base sous roches servait de dépôt de produits toxiques en conteneurs. Elle fut découverte par hasard par les Necris. Les Necris ont aménagé cette base & s'en servent comme dépôt de 'Nano'. On y retrouve plusieurs types de Nano ; la jaune, la jaune/orange, la verte & la noir.
Screenshots:
Comments:
This is my second map. Beta 1 took more than 700 working hours split on 7 months. There is almost 12 000 items in this map. I hope you will like it All armors, medium health & powerups are very easy to collect, therefore are placed in dangerous spots. Take note that this is a dark map & you will only appreciate it while playing with low surrounding light. Playing in daytime is not as pleasing.
Things left to do by priority :
- Optimize the level the best I can so that FPS will be higher. I've done ±40% for B1. - Finish the sky. - Make the 3 fans near the shock rotate. - Some finishing touches here & there (mostly on some ceilings). - Fix bugs if any.
About the jumppads, I made everything I can to set them right. By taking them from front, there is no problem & you get use to them rather quickly
the map play like a charm and is pure visual asskick
but....i was "propulsed" two times on the "tubes" around the minigun;same thing happened to me (i showed u the screenshot in a priv beta testing) and i was stuck on the tubes...not normal for a flying monkey haha^^
Damn, I check the blocking volume there but I couldn't find the reason why you got "propulsed". It can happen before a match but it never occur to me while playing ?
I delete the blocking volume around the lights on the wall thinking that was the cause.
Perhaps it's not the blocking volume I thought it was ?
Would you mind to post a pic again... please please please ???!!
I'm happy you like the visuals :D
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
lol ...yes but since u suggested to me to add more bots i m no more enough fast to take the shots ^^lol got a bloody one but it not really help to localisate the place will retry and re find it ; i was propulsed because a rocket have explode on my shock ball haha^^...weird world :p happened 3 times to me so i bet it ll re happen
Even on Epic forums, it's completely "dead" in all threads......... very sad :( I still wonder why I post my map there, only 3 folks as give me feedback, you, Martin & Lord. The thing that is deceiving is that the map as been downloaded 40 times & no more feedback than this, it make me very sad mate :(
Anyway, it's not related but I post a bit on UTU today to encourage them, they do a damn fine job :)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hi Steve and Bro, Very nice map Steve on the picts because I wanted to download it yesterday and links didn't work so i thougt it was my bad connection and i try again today but links ever didn't work "link is corrupted" , it is my connection or links are really corrupted ? Sorry for my poor english ! Your map seems to be very nice and I will enjoy it i'm sure, if i achieve to play it lol and when i will play it i tell you again....ty for your work ! I'm sorry to had not answered before... Cu
Hiho Steve, Thx for your link in message, it works with it, and I'd try Nano. I like the gameplay and lightning is very good and all is very good....I like all places (especialy pilars room) and all passages...congrats for this map and again ty for your nice work !!!! Cu
I intent to publish only 1 version (RCI) before the final since most of feedback is very positive.
This is what I've done so far for the next release in a couple of weeks :
RC 1
- Add 4 blocking volume on top of the 4 fans so projectile aren't rendered at the exterior of the map. - Minors lighting changes here & there. - Tweak the lift so it stop at the Vest level now before reaching is destination. - Tweak some sounds settings all around the map. - Assign proper sound on all my materials. - Make the 3 fans near the shock rotate. Each on there individual speed & direction. The fastest one as a sound.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I doubt of winning something, the competition is very fierce, but it would be very cool for sure :)
I'm working on another map now, it's called DM-Aly. I'm still at the very basic layout design. If you want more info, you can always check it at my main thread on Epic forums.
After adjusting collisions, deleting meshes, messing with BV, I finally found the cause ! It was the damn BV on the ceiling. It's fixed now :D THX for the pic Blitz ;)
This is what is done now :
- Add 4 blocking volume on top of the 4 fans so projectile aren't rendered at the exterior of the map. - Adjust some SM collisions. - Minors lighting changes here & there. - Fix, player been stuck in the Stinger ceiling near the 2 vials. - Fix, player been stuck in the opening trying to go from the vest armor to the corridor beside. - Enhance the lift so it stop at the Vest level now before reaching is destination. - Enhance some sounds settings all around the map. - Assign proper sound on all my materials. - Finish the sky. - Make the 3 fans near the shock rotate. Each on there individual speed & direction. The fastest one as a sound. - Adjust height fog so it's a tiny bit less dense but more bright. It's more balanced with the sky now.
-- Edited by stevelois on Wednesday 2nd of September 2009 04:18:54 AM
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I thought that the deadline MSUC P4 was August 31th no ???
That is why I publish B1 so players would have a little something of me that is descent to play with & I wanted to participate in the contest !
But anyway, even if I'm wrong, if the deadline is not August 31st, to bad, I leave it like that.
EDIT
LOL after reading this on the MSUC main page, I was right finally :
Make Something Unreal Phase 4 Submission Closed Phase 4 is submission is now closed. This is the final public round for contestants, and Phase 4 winners have the chance to compete in the grand final judging for a commercial Unreal Engine 3 license with all the bells and whistles. Phase 4 Submission deadline is August 31st.
-- Edited by stevelois on Wednesday 2nd of September 2009 05:14:35 AM
-- Edited by stevelois on Wednesday 2nd of September 2009 05:15:36 AM
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Ho Blitz, don't worry about the deadline, I've sent Nano like a few days before it. I just post the info for you since you thought that maybe I couldn't sent it in time.
BTW, I just notice you sent me a PM 8 days ago. Sorry for the long delay but I didn't see until few minutes ago so that's why I didn't answer ! It's not obvious to notice pm's on this forum dude !
Anyway, going back to mapping now :)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Since week, I'm optimizing the map by culling unnecessary stuff & set the culling on a lot of meshes. Still, I don't really see any FPS gain, which is rather desapointing considering all the time I'm putting on this map.
I also have drastic FPS drops at spots. I mean, I'm standing still & look somewhere & FPS are at 130, then, standing at the same spot without moving, I point the mouse just a tiny bit beside like 1 milimeter & I'm droping to 60 FPS ?????????
The thing is that doesn't make any sence to me because I didn't move at all, I just look a bit aside & all meshe as been cull behind the walls so regardless of where I'm looking since I didn't move FPS should be the same & not drop ???
Any ideas ideas ??????
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
the lighting is often guilty in that kind of stuff...and if u dont moove yer body but just yer eyes with big fps dropdown it can come from a light that enlighted differently from different views( i mean depending of what u watch ; the light have to cast shadows or not...complex or not) ...lol...not really clear... haha
do u use dynamic lights? and how many?
-- Edited by Bl!tz on Wednesday 23rd of September 2009 06:10:53 PM
Mmm... you bring an interesting point about lighting. I do understand what your trying to explain. The thing is that I use very simple lighting. I could understand if I was using some skylight + several directional light + several dynamic lights all around the map.
Still, I use standard lights. The only dynamic lights I use are for the lift but it doesn't impact me while looking around since I'm the only player in the level.
I'll post pics later to show which spot I notice that FPS drop. I can't now since I'm at work. Epic forums & 99% of my regular gaming site are blocked by our damn firewall but by chance, this forum is not blocked yet
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Well, the thing is, I have around 1 000 000 triangles that are rendering in some place & I can't see what is taking so much triangles since I cull a lot of meshes ?
I don't remember where exactly I got the FPS drop but I want to compare with you if you have the same amount of rendered meshes.
In the center room, there is more than 2 000 000 triangles that are rendered after I cull a lot of meshes.
Stock maps are around 700 000 triangles & mine is almost 3 times the amount even after I cull a lot of meshes damn it :(
I'll post some pics so you can compare with Beta 1 if you see a good progress on your rig. I located myself on some extremity of the map and FPS is still to low
I use the commands :
stat fps stat engine showhud off setres 1680x1050
& check if your having the samount of rendered meshes (the balue you must check is the "static mesh tris" in case you don't know).
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
héhé...thx for thoses infos cousin i ll try asap....u learned me a lot here ; never checked it before... i ll be off tommorow i have a "hygien control "in cheese room...lot of papers to prepar lol and i hate that stuff
Well, have a nice day cousin even if you don't like the "paperasse".
The stat engine command is very useful. It's the most accurate tool you can use for testing. Fraps is a good tool but only tell about FPS, the command tell you about what's rendered which is the most precise result you can get :)
Take your time dude, I'm not in the hurry ;)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
- Add 4 blocking volume on top of the 4 fans so projectile aren't rendered at the exterior of the map. - Make the 3 fans near the shock rotate. Each on there individual speed & direction. The fastest one as a sound. - Fix player been stuck from Shock combo in the Stinger ceiling near the 2 vials. - Fix player been stuck in the opening trying to go from the vest armor to the corridor beside. - Fix player been stuck in the stairs when to close to the wall, taking the stairs leading to the bio weapon from the center. - Enhance the lift movement so it stop at the Vest level now before reaching is destination. - Enhance the lift look so it look more Necris. - Enhance the green Nano in the various "tubes". There is a background effect now instead of being a very dark green Nano. - Enhance various sounds settings all around the map. - Assign proper sound on all my materials. - Add a prettier rock material on all rocks. It's now twice more detailed than the stock material. - Finish the sky. - Adjust height fog so it's a tiny bit less dense but more bright. It's more balanced with the sky now. - Some minors visuals changes including lighting changes here & there. - Some finishing touches here & there.
What is left to do :
- Adjust SM collisions everywhere. - Optimize the level the best I can so that FPS is as high as I can possibly get.
I have a lot done but it's not finished yet. It's damn long & boring to do :(
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
But, even if I cull a lot of meshes, FPS remains the same, very sad :( But I'm continuing optimizing it. I add almost everything peoples ask & I fix all know bugs so in the end, it's good :D
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.