Long ago, the inhabitants of this quiet & serene place mysteriously disappeared ? The subsequent population reconstruct through the remaining architectures. However, this population also disappeared leaving no clue, no message, no trace ? Nobody has any answer, it suggests that all these people were kidnapped by a unknown higher power, Aliens perhaps ? Welcome to Aly ...
Il y a très longtemps, les habitants de ce lieu tranquille & serein sont mystérieusement disparus ? La population subséquente a reconstruit au travers des architectures en place. Néanmoins, cette population à elle aussi disparue ne laissant aucun indice, aucun message, aucune trace ? Personne n'a de réponse, c'est à croire que toutes ces personnes ont été enlevées pas une force supérieure inconnue, par des Aliens peut-être ? Bienvenue à Aly...
PS3 is still at Beta 1 since NO PS3 PLAYERS as comment anything, shame
DM-Aly_PS3.wri USERDATA.JAM
Copy the USERDATA.JAM file to a data card and insert that into the PS3 console.
Comments:
This is my third map. Since the 2 previous one as took me months to build, I wanted to make a simple & nice atmospheric map with just a bit of deco. I'm getting a minimum of 75 FPS playing against 3 bots with my rig in 1680x1050 everything set to max.
OCZ 600 Watt Asus P5N-D (NF750i) Intel Core 2 Duo E8400 (3.0 GHz/1333/6M) 4 GB OCZ Reaper (DDR2 800 Mhz CAS 3.4.4.15) Saphire Radeon HD4870 1 GB with Catalyst 9.10 Segeate 500 GB 32 MB WinXP SP3 with all latest updates ill maybe make a night version after if there is interest ? Credits:
Consult the included text file.
-- Edited by stevelois on Wednesday 10th of February 2010 08:18:58 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
héhé DL immediatly; a 1 v 1 is a goooooood idea; we need more small maps on servers ;)
will post feedback later i m actually reinstalling ut3 for 455th time....was killed by unweel & DM-Assault install...rofl...whot a pain !....the game ,4cbp pack ,one patch , the titan pack + all the custom content....time to speak with my velociraptor :)
rofl yes i saw that u have to work ur lighting...i m confident on that point hahaha^^
good to have some posts for feedback and that aussie bloke seem to be a friendly guy ....he ll reed the first post later ...we all miss sometimes to read it ...hm.....especially me :)
It's fine blitz, there is so much hq content that as been released since last week + your own maps + stuff (server, etc), I can understand that your very busy.
Take your time dude :)
Tonton Steve va continuer à te parler lol :p T'es mon Éric "en ligne" préféré ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
first i am a fan of that kind of layout and organisation; really fit to duels: lot of places facing each other and a nice flow on zaxis
thoses two places present no interrest for the player and i have never go there exept to land after some dodges; perhaps u can add some health or pickups there
here i was frustrated to not be abble to jump without the "dodge jump " mutator:
on that kind of maps peeps learn a "way" and a timing to grab pickups & health and i have note that it was a "too easy way" : in some jumps i was abble to grab:
the helmet + 3 x5points vials + 2x25health + the shield belt + the UDamage + the thing pads...all that with nice weapons on the road haha...with a little luck on sychronisation....but in allways the shield belt and the udamage so close is not a good idea imho...i had put them the more far possible from each other
not to make u ill on the spended hours but to be honnest this one is for me your best level and the gameplay can be one of the best i ve seen so far ;same level as "katami ";"hydrobase" & "woodrun" from nova ....or "trainstation" from diesalot ...or odedge's "egitim"....that s good and that mean that for me it s as good as a good old "rankin" or "ironic"
same style and same zAxis mooves with lot of walldodging possibilities;
congratz bro on that fraqn good start and keep up the top work ;)
-- Edited by Bl!tz on Saturday 5th of September 2009 04:10:06 PM
- in pic 1, I intent to put meshe there but I don't know what it will look like, I don't know yet how the blocking volume will end up to block the player so I decide just to leave it like that for the moment.
- in pic 2, there is now a jumppad so you land on the upper platform between the shock & the vest.
- For the third pic, the medium health platform is a bit higher then the vest. But I don't understand why you use a mutator, I play plenty of match ingame & I'm able to grab the flak & the health by double jump normally. But anyway, I move the vest there instead of the health. It's the best spot I could find.
I made some small changes by placing ammos a bit more far away from each others on the lowest level. But in this layout you will collect a lot of things only by double jump so I don't wan to "cut" this or that because it won't be as much fun.
I'll surely release A3 today will all those little changes. I like it better. There is only spot that I'm not comfortable with & I'm working on it ATM.
Happy you like it mate :D
Later :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
& I redone the 3 lifts (the lowest one lead you to the second floor & if you do a jump while going up, you'll reach the third floor quicly) & start a bit of meshing, putting windows.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
- The vertical meshes as been replaced with simple mesh work & I add some plants.
- The BSP walls floors & walls as been changed / replaced.
- The grass in now "alive" looking healthy & green.
- The Enforcer as been place in the lower floor in the small room (in pic 2 in front of the sniper spot). The lower floor was missing a close range weapon & since the Enforcer weapon was very close to the sniper / stinger / link, it was to much weaponry on the same level.
- I made good progress on the surrounding area. The area outside the playable area.
- All techy materials as been or will be replace with materials like bricks, stones, woods.
- I add sounds for water, it's nice to my ears There is 2 waterfall ATM & a tiny river, so water sound is a must hé hé, so relaxing
- The sky is now blue. It's not finished.
It's far from finish but at least I'm progressing. I'm also optimizing Nano so progress is still slow since I'm working on 2 maps at the same time. But I'm getting there... slowly but surely.
From the sniper spot :
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
haha it s funny that u said that ....my first refllexion was " ohhh lighting suxx!"...hoppefully i know you and i know how u work and yes i looks really nice meshing part....but only because i imagine how u ll enlight it haha^^
-nice mix stone/wood and nice vegetation except on "a" :looks too flat and "faked"
-i like the mix black & red bricks here in "b" but it looks repetitive here on the wall...lol...6 times the same lol^^ stevie??!!!you using a lazy way??????rofl
-the blue sky is a good idea on such a map it ll give some fun to thoses sad bricks...they are always used in dark underlighted maps ...cant wait to see a good old sun reflect on thoses ones....i m a big fan of thoses bricks and i hope u ll not change them in too many places ;)
- all the other changes looks nice to me and a good water noises choice is essential and can give to a map 90 % of the athmosphere
I forgot to mention that the building in front of the sniper (your "a" example) asn't been started yet lol so no...... I'm not lazy ha ha :p I'm gonna put some vines there and moist (moisissure) & maybe a pic of a great babe that look the sniper in the eye LOL.
I also love those bricks, they look awesome when lit :D All what you see in those pics (rock, bricks, wood) will stay for sure, so don't worry ;)
So I'm happy you like the progress dude :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Damn, I just realize that the "a" spots in the first pic is also referring to the spot near the medium health to the left. I thought it was "b"... those pics are so small we don't clearly see damn it !
I hope that when I'll start messing around with lighting, that spot will look better because I don't want to add to much meshe in the first place !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Damn, I just realize that the "a" spots in the first pic is also referring to the spot near the medium health to the left. I thought it was "b"... those pics are so small we don't clearly see damn it !
I hope that when I'll start messing around with lighting, that spot will look better because I don't want to add to much meshe in the first place !
haha...lol...agree & srry: it s too small ...i ll post larger picts next time ;)
Lots of work as been made to the sniper area. 90% of BSP as been change to meshes. I also started to add vines (vignes). Still I have to change the stock material because the default one is well, low poly.
I did progress a lot here & there but it's not worth posting more pics. Enjoy :
Lighting will play a major role about the look, well I hope so lol because it's soooooooo bland now !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I didn't have any prob wile uncompressing... je fais une bonne vie MOI LOOLLLLL :p
To be a bit out of topic, I receive 2 PM's today from peoples I don't know.
On Epics forums, a guy from montreal, same town as me as offer me to join there server & play with fellow neighbor & possibly make maps for them. But I refuse, I'm to busy lol
Another guy from BU's forums (DrakeBD not to mention lol) as ask me to join there MOD team since he really like my work so far. All the info is here : http://hypergames2k8.webs.com
Again, I refuse, I don't have time for that !
It's surprising sometime what others think of you. I don't realize that my maps can be that much appreciated at this point lol I don't know what to say.
Now back on CBP3, I only had the time to test "Halcyon" yesterday. I'll test others tonight but I don't know how to "format" my feedback ? Like I think I'm gonna do a PDF files since I have a lot of pics to upload ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
lol steve congratz for ur "propositions" and of course for your work
i got maps workin so i have begin the test too....and funny thing i have test the same map ! and 2nd funny thing ....i m like you :i dunno where and how to post my feedback so i ll do a section here and i ll publish my feedback there; feel free to do the same ... i have pmd spoondog to propose him to post feedback here could be more easy as you are on the forum too
lets ask him if he want it private or public ...lol....it can explain to you some of my previous questions haha^^
Well, Spoon as post on Epic that he want the feedback in PM. I don't know what he will say but if he doesn't mind we post publicly are feedback, well it's fine with me :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Of ftopic from this thread but I get the same error as Bl!tz with corruption issues with the CBP packs. Unfortunately I have to wait until the packs are uploaded to fileplanet. For some reason the fileplanet downloading software keeps the archives intact otherwise I can only get roughly 30% of the pack contents as the rest of the archive has CRC errors. :(
still have the problem too ; i have just succed to unzipp the first "packet" and to install all manually...all the ut3 files of the other parts gives me corrupt message when i try to moove them from the unzip program :(
...though this way i was abble to test the DM Maps...will see if the dom ones are ok too
in fact like ...always...i have 3 maps on the fire and each time i open the ed i have a new map idea ...so i take a break and i ll test the cbp pack because i need to analyse some "details" (lol) like earthquake sessions or fire and variations on lighting & shadows generated by fires....bsp is finish & gameplay quite completed....but....hm!....u drived me of topic again lol
To be a bit out of topic, I receive 2 PM's today from peoples I don't know.
...
Another guy from BU's forums (DrakeBD not to mention lol) as ask me to join there MOD team since he really like my work so far. All the info is here : http://hypergames2k8.webs.com
Again, I refuse, I don't have time for that !
....
lol i had my invite too today; was close to accept when i remebered this post.... do u think the message is send to all the epics blokes?
is it same as this one? i mean is it a copy/paste recruiting message:
" Hello there
I was surfing the forum for talent and realy liked what you have been producing in the UT3 Engine
I would like to offer you a place in the Hypergames2K8 UT3 Division if you are interested
II was wondering, I'm searching for lanterns, I found a few in the ASC package but there is only a few of them, is there others package where I can find lanterns ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I have a feeling that they are the only ones! Fortunately though you can make a material instace of the lantern's material and change the Vector Parameter to any colour you like. This way your lanterns aren't displaying the standard yellow colour.
I manage to add some moss on materials after I duplicate them. I was able to enhance by much others materials like tiles on the floor. I really like the way it turn out & I wanted to share with ya. First pic is the lowest level (much moss), the second one is the highest level (cleaner). Hope you like it :
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Looks good! Can't wait to see it with proper lighting!
Just one suggestion. Make a couple of patches of grass(on the floor in the first pic) taller or shorter than the others near it so it's not all one uniform height.