Latest build looks a treat and runs great!! Shadows are a lot better than previous builds and contrast very nicely across the many surfaces within the level! I'd be surprised if this isn't another map highly liked by the community!! Great design, great looks and great gameplay!!
-- Edited by Lord_PorkSword on Wednesday 2nd of December 2009 11:01:11 PM
THX mate, I'm happy you like it & that you post also on my blog, I appreciate mate :D
@rathalos150
Welcome aboard dude, happy to see you join the old farts gang & to had make your first post on my map :p Ho and it's the same version everywhere dude so it won't look better from here lol
@Blitz
Damn monkey... stop teasing me & give me your thoughts so I can make the map final with no remorse lol Hope you like it cousin !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
lol bro....was the true...dunno how it was possible but i really hve miss it :p
all is fine to me except thoses 4 details:
-when u stand before the lift (bottom level) if u watch "up" u can see tiles which seem underscaled to me and not really according to the other materials (looks brand new in a ruin)
-around the mushroms BV arent well adjusted and u just cant walk on the grass and no reason to not do it ;)
-i think u have "overuse " thoses white lamps and even without adding thoses leaving on the floor i see them everywhere...imho so many lights hurt the nice contrasts generated by the sun
-i still thinking that this map is too rich: too many textures and too many details
good job on vegetals (not the flat ones but the others on the wall with thoses "stone tubes") and on the BV
- I know the tiles your talking about, in fact it's the same as all other ceiling & in that corner of the map, if you notice, the rock / brick walls & even the floor don't have any moist on them, so that is why I just leave the material clean as the surrounding corner. I'll see if I can make it look older instead of more complex ?
- Yeah, I notice that. The BV are a bit rough. I'll open the area a bit so you can dodge behind the baskets.
- The lantern at the bottom level is what is light the map or else it's damn dark & there isn't any contrast at all. I have no choice mate. If I reduce the number of lanterns I can't leave the lighting as it is, it won't be logical so I will be in obligation to raise the light radius to compensate that lack of light source & since I want the lighting to be credible I must put light source or else you will have a crappy lightning like in B1.
- I reduce the material complexity. Shame it's again to much :(
THX for checking it out cousin :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
By trying to found a fonction inthe editor, there is a fonction in the left bar icons, it said you can make torches with that ??? I fool around with the tool but it look more like a "banana split" to me damn it !!!
So, any idea is this thing is good, I would like to experiment a bit more since maybe some of the fart gang have the answer for something very awesome & I just don't know how to use it ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Damn.............. no answer since 21 hours for this simple question.... where are you mates !
lol...perhaps mappers just havent a decent answer to provide...haha^^ i m personnally looking for a decent flamme emitter to add on my demeter torches
i have seen several nice flammes on custom maps....i m gonna try to open them
Anyway, look like there is no interest anymore so I'll make the map final this w-e.
ROFL.....how many posts in this threads here and on Epics? what can we add old uncle ? how many pills to build the complete lighting? or.....thoses white lamps leaving on the floor are not rea**......
i think all was said...nah? gl for final ;)
-- Edited by Bl!tz on Friday 4th of December 2009 11:45:48 PM
I don't look at the post counts tbh since I'll my threads have a lot of post reads. I just think people like to read my bablabla & it's almost always the same few dudes who post in the first place. Stevie's corner on Epic is a good example, more than 50 000 reads but still, look at my Nano final thread, only reads by 3000 & just few posts, it's very deceiving & it's nothing to my eyes. I got a lot of reads depending of the subject. I do like the fact I have some reads, it's not that, it's just that I don't look post counts as a "guiding sign" for Interest.
And it's a good thing you stay on your position, monkey's have "la tete dur" lol :p or else, you wouldn't ne a true one ;)
@Diesalot Ha, so it look like they just put that function for old style mapping lol
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I don't look at the post counts tbh since I'll my threads have a lot of post reads. I just think people like to read my bablabla & it's almost always the same few dudes who post in the first place. Stevie's corner on Epic is a good example, more than 50 000 reads but still, look at my Nano final thread, only reads by 3000 & just few posts, it's very deceiving & it's nothing to my eyes. I got a lot of reads depending of the subject.
Cousin blitz, I don't see the relation with your ut's ranks & the read posts ? I think I'll take my "better understanding knowledge pill" now lol
Well, post counts aren't useful if the author as made 90% & more of the 500 posts like in Stevie's corner on Epic & my CTF / VCTF thread I delete on Epic lol
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
lol i just mean that ut3 is more dead than ut2004 on rankins...it s not my rankins dude it s ut3 rank in the online fps games rankin... for comparation cod4 is rank 2 with 78859players/day and 7870005min played/day
..i just tell you that on a dead game 3000 views are not so bad...nothing more haha
the stevie s corner isnt really a good example it s a "personnal thing" ; on a map thread u can say that 50 % of the posts are from you ...lets tell 60% to be sure so 40 % are showing the interrest of other peeps.... ;)
Was a bit too hard to jump to that platform from here, I'd probably lower it very slightly.
Rock looks a bit stretched out.
I think you should add something here so that people know they can't go in there
Took damage too soon here imo, also I think that you shouldn't die until you're close to hitting the floor/ground
The dmg you take when you fall outside the map should kill instantly imo, but you should fall a bit before dying.
Other than that, I think it's ready for final. Couldn't really find anything else, I still dislike the white/grayish wall mesh/material though, but you already commented on that.
Pic #2, I think the diameter is just smaller than normal. Anyway, I'll check that mesh. Pic #3, yeah, I didn't found nothing to block the player & in the other and I like the little scenery there. I'll try something.
I think I'll tweak the physics volume a bit. But it's not clear what you mean. Do you mean that instant kill would be better than inflict damage & die after like it is actually ?
THX for the comments mate :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hmm ok, pic 1 was of the Tighpads platform, and the fourth pic was a place where you could fall out from the playable area but I thought I took dmg too soon.
About the physics volume outside playable area, yes I think you should die instantly, but I also think you should fall for a bit before dying instead of taking the damage as soon as you enter the non playable area. I also found it kind of wierd that you had this overly bright PP volume in the non playable areas.
And the rock, it's well scaled badly. I think you've set the height of the mesh to like 1.5 where as the sides are scaled to 1.0 which is why it looks a bit stretched out.
For the hole in the wall there, I would probably add the fence found in HU_Buildings (don't know the exact package)
-- Edited by Thrallala on Monday 7th of December 2009 11:41:00 PM
- The hole you mention will have some wood plank since it turn out nice when I try it out. - The 2 stretched rocks corner will look better when I'll be done. - The tights rocks as been lowered so you can collect them rom both ways instead of just the lift level. - The kill effect will be instantly instead of taking damaged. I will lower the physic volume closer to the ground so if you fall, you will see the pp effect & then die. The pp effect represent the blowing sun so that is why it's so bright & I like it that way.
THX Thrallala for the added info, your making me working more on this map so eventually, it will be a more polished version :D
-- Edited by stevelois on Tuesday 8th of December 2009 06:25:19 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.