I just started a new map based on a Quake map called "The Very End of You" or "Beyond Reality" (depending on which version of the game you play). It's an inspired remake so I am not looking to do an exact replica.
If you can, please play a round or two on it and tell me if you think the scaling and basic layout has any issues. I plan on essentially replacing everything in the map, which is why it's very rough looking. Let em know if you have any concerns that I should keep in mind while building it.
If you haven't played the original, the highest platform is where the redeemer is located. There is a smaller box mesh next to it. If you shoot this mesh, it will make the big block right above the redeemer come down and squish the player.
As of now, it will give credit to the player who shot the trigger (as it should), though the death sequence looks a bit odd. The one thing I haven't figured out is if you can set it up so that if a bot sees a player up there, they will shoot the mesh and squash the player to death.
héhéhé what a good moment i had on this one; simple and so efficient map
never played the original but nice job ode i m impressed by the gameplay
i luv the little "bitch" sound haha^^ the reedemer place is fantastic idea and finally it so stupid to not use all thoses possiblities ; a little animation like that put really athmosphere on a map i like that u cant use the flak to launch the sequence....no fraqn spam!
the lighting can be pure kick arse with all thoses "columns" (rectangles) all the jumppads worked nicely
the map is speed and well Zaxed ;totally my kind of stuff :)
no low grav is probably the best way to not have problems with that **** ut3 low grav system !
top notch, keep it up mate ;)
i ll install on server as soon as final
btw i tryed to convert the "bouncy map" from quake but i used a ut2004 version of it with....no success did u convert the bsp from any previous version?
-- Edited by Bl!tz on Sunday 4th of October 2009 08:40:18 PM
héhéhé what a good moment i had on this one; simple and so efficient map
never played the original but nice job ode i m impressed by the gameplay
There has been 1 or 2 remakes already, but one of them I can't even play. I wanted to do a space map and with my other map being what it is, I now want to make this one a bit more simpler (as far as designing it).
i luv the little "bitch" sound haha^^
What "bitch" sound do you mean?
the reedemer place is fantastic idea and finally it so stupid to not use all thoses possiblities ; a little animation like that put really athmosphere on a map i like that u cant use the flak to launch the sequence....no fraqn spam!
To activate the trigger to squish people, you can't use primary flak, primary bio, or secondary link. I think I can set it up to correct this since it's not consistent. Why can an enforcer shot activate it, but not a flak.
While the layout it fairly simple, I really like the "flying around the map" aspect. I won't have the jump pads visible, but there will be something to indicate that you will be "jumping".
no low grav is probably the best way to not have problems with that **** ut3 low grav system !
I am not a big fan of low gravity in general, but low gravity and jump pads don't seem to work well in UT 3.
btw i tryed to convert the "bouncy map" from quake but i used a ut2004 version of it with....no success
What "bouncy map" are you talking about?
did u convert the bsp from any previous version?
I didn't convert the BSP from anything. Since I am not a big fan of "exact remakes" (which is basically impossible or impractical), I just do a lot of testing. With Quake Live, you play it in a web browser, so it's easy to go back and forth.
Thanks for taking the time to test it out..
-- Edited by Odedge on Sunday 4th of October 2009 09:40:14 PM
To activate the trigger to squish people, you can't use primary flak, primary bio, or secondary link. I think I can set it up to correct this since it's not consistent. Why can an enforcer shot activate it, but not a flak.
i didt notice that the enforcer can activate it but as far as u need to aim with it it s fine
right that it had be better and more logical if u can activate it with primary bio and secondary link
the only weapon that i dont like for that job is the flack because when u shot with primary fire it have large dispertion of the projectiles and even if u miss ur opponent with it u have lot of chances to hit the box and thoses shrapnels can bounce several times before hiting the box....not fair & too randomly to my eyes
other thing that i have note on that kind of maps is the stinger use....it have completly change the gameplay on morpheus3 remake ....the secondary fire with the "pin to the wall" effect can be use to push peeps out of the structure
i u stand in a corner u just have to fire in a circular moove to wash the map and push lot of players down.... i hate that kind of stuff and i always prefer double enforcers to the stinger
primary shock is habitually the master weapon on thoses maps because it have that "push player " effect and it s more fast than the sniper; need two shots with the sniper and only one with the shock(to make u fall ;))
i think the flak wasnt on original morpheus because it s the same kind of map: largely open and with no real places to hide....dunno what weapons was on original but i had like to know ;)
Odedge wrote:What "bitch" sound do you mean?
What "bouncy map" are you talking about?
i heared a bot voice telling me something like "little bitch" or something like that....i didnt hear this one on other maps ....i though u added it to the map....if it s a stock sound... lol... i just missed it until now
First map on this forum from my preferred tester :D
I remember someday, you told me your email notification was "on" so I didn't need to send you a pm of my new published stuff, so now, it's my turn to say the same thing lol
I'm everywhere, I see everything mhuahahahaha :p
Seriously, you have a couple of projects down the road dude. I'll check it out shortly. I don't know about the original. It look fun :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
The only prob I got are the 2 jumpads that propulse you to the udamage plateform. You have to position yourself carefully to get to them or else you fall & die, quite annoying. Also, I was able to collect the vest only like 1 time par 4 & I never grab the redeemer.
In all, it was fun :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I like the idea for this map, but i have to hold judgement until Beta is ready. Ive never been able to test a map in alpha like this apart from i like the idea, layout is fun, item placement seems good. I still like to see the textured world to get a good feel for the enviroment.
The only prob I got are the 2 jumpads that propulse you to the udamage plateform. You have to position yourself carefully to get to them or else you fall & die, quite annoying. Also, I was able to collect the vest only like 1 time par 4 & I never grab the redeemer.
In all, it was fun :)
Agreed. I noticed this too after sending it out to you guys. I will definitely fix both of them.
I like the idea for this map, but i have to hold judgement until Beta is ready. Ive never been able to test a map in alpha like this apart from i like the idea, layout is fun, item placement seems good. I still like to see the textured world to get a good feel for the enviroment.
So ill rip it apart later...LOL.
Nice job so far mate...Awaiting Beta version.
Well, what you told me is what I am looking for... Is it basically a fun map to play (for the given layout) and the idea seems to work. I am not that much of an alpha tester, unless someone is just looking for comments on the basic layout.
I will let you guys know when I have something that you can "rip apart" and I will do my best to duct tape it back together.
I'll have to admit, despite it simplicity, this map is a hell of a lotta fun! Between the flak cannon and the 'Deemer I raked up 3 ultra kills in one 10 minute game leaving me utterly satisfied! You seemed to have kept the rapid Quake feel to the map so good job on that!
I had no jumppad issues although admittidly I never found the udamage jumppad. I'll have to give the map another run tonight, if I get time, and find it! With the vest jumppad just make sure you hold the 'down arrow' key (mid jump) to lower your jump height to get the vest. I'm assuming there is very slight allowed player movement on the jumppads
I couldn't really fault anything myself. Just make sure you sit the vest on something when you get to the meshing stage as it looks wrong just sitting there in mid air.
Personally I would have liked lower gravity but that's just personal taste on my behalf. (plus if you change it you'll probably have to tweak every jumppad)
I'll have to admit, despite it simplicity, this map is a hell of a lotta fun! Between the flak cannon and the 'Deemer I raked up 3 ultra kills in one 10 minute game leaving me utterly satisfied! You seemed to have kept the rapid Quake feel to the map so good job on that!
I had no jumppad issues although admittidly I never found the udamage jumppad. I'll have to give the map another run tonight, if I get time, and find it! With the vest jumppad just make sure you hold the 'down arrow' key (mid jump) to lower your jump height to get the vest. I'm assuming there is very slight allowed player movement on the jumppads
I couldn't really fault anything myself. Just make sure you sit the vest on something when you get to the meshing stage as it looks wrong just sitting there in mid air.
Personally I would have liked lower gravity but that's just personal taste on my behalf. (plus if you change it you'll probably have to tweak every jumppad)
Can't wait to see a meshed version!
Normally, I don't like maps so "flat" (the main fighting areas with all the columns). But that gives you an "in your face, shooting at angle" fighting style. But I really like the jump pads and shooting at people while in the air.
The map is actually bigger, but I had to do that because of the dodging in UT 3. Still, it's fairly compact. Glad you got some satisfaction killing all the bots.
As for the Udamage, there is a platform on the opposite side of the redeemer platform. When you are on a main platform (with the columns) and jump down to the 3 jump pads, use the jump pad closest to the redeemer platform. There is an issue with the jump pads, but will be fixed.
Actually, the vest is on a mesh, you just can't see it. Don't worry, it will be on a something that will make sense (as much as you can with a map in the middle of space).
While the original version will be standard gravity, once that's done, I have no problems making a low gravity version. My only concern is how bots will handle it. Tweaking the jump pads is easy... isn't it?
Now that I have found a way to take a map I was working on for fun for UT 2004 (which I don't play anymore) and import it into UT 3, I know have 3 maps that I can work on. I guess I can't say that I don't have any projects.
Better get back to work!
Thanks for your feedback, will be putting some time on this map this weekend.
Hmm, 2 weeks flies by when your mapping fun. I am guessing that everyone is subscribed to this thread, so here is the first "beta" of this map. I consider the map to be 90% done from what I want to do with it . Feel free to make suggestions and such, but read my "To Do" list first.
To Do List
1. Try to get the bots to use the "Stomper" technique of killing players. I can set it up so they shoot the trigger when your under it, but that's too easy. I need to see if there is a way to have them shoot the trigger when you are under the "Stomper" and they see you. Know of any Kismet experts?
2. I placed the Redeemer under the "Stomper" as it's the most powerful weapon in the game. The only reasonable option I can think of is to add the instagib rifle. While there is a way to easily do this, it would require extra files to distribute with the map (which I really don't like).
I tried to add using Steve's Enforcer tutorial and while it does spawn the weapon, you can't see it! Any thoughts.
3. I don't plan on keeping the 2 different columns, they don't look good together (unless this was maybe a CTF map). So I would like to know your opinion on which one looks better. If the yellow columns are kept, I will probably keep the "LRC" sign that's attach to the "Stomper", because the columns have a "Liandri" logo on them.
4. There are 2 "prefabs" behind the double floating jump pads (under the Udamage platform), those won't be there in the final.
5. Finally, the name of the map. I am basing this on a map called "Beyond Reality" from Quake Live. So my 3 choices (that I could think of) are these:
DM-Beyond Reality (how original!)
DM-Unrealistisk (Danish for "Beyond Reality")
DM-Unreality (because "Unreal" is like being beyond reality and it has both words present in one word).
Ok, that's enough of my typing. The next version will have it's own thread and I will also add to the Epic forums, for what it's worth.
I like the look and colours you've put into it! (especially the green patches) It's simple but looks real 'spacey' if ya know what I mean!
Regarding the name I like "Unrealistisk" over the other two.
Enforcer issue...not sure on that as I never had an issue when I used it in my Debris map.
Last but not least I'll download ya map l8r and chekkit out!
Edit: Gave it a run with 8 bots! Pure mayhem, especially once i get my hands on the flak cannon. Jumppads look great as well! Dunno what it is but I love the strong green glow/light eminating across the surrounding ground. Nice use of the hubble nebula as a focal point against the starfield as well!
Only issue I found was the jump pads missing the pickups. In the alpha I was able to grab'em but in this version I wasn't able to. The jump across from one 'main platform' to the shield belt (I think) always shot me too high. When I done the jump from a platform to the twin jumppads then across to the quad pickup(hmm is that quake and UT is ultra??) I was shot under the pickup. I noticed no bot/pathing issues myself.
-- Edited by Lord_PorkSword on Monday 19th of October 2009 11:27:26 AM
will give a more serious try l8r ; just had a quick run on it and same comments as mick; need to use more the jumppads to have a clear opinion because i hadnt so bad feeling...lol...;)
-- Edited by Bl!tz on Monday 19th of October 2009 06:57:31 PM
I like the look and colours you've put into it! (especially the green patches)
It's simple but looks real 'spacey' if ya know what I mean!
I hear ya. I do like the green jumps as well. I thought green means go, so go and jump across the map. Anyways, between the two styles of columns, which ones do you like better (also taking lighting into consideration)?
Regarding the name I like "Unrealistisk" over the other two.
It's like saying "Unrealistic", but not really.
Enforcer issue...not sure on that as I never had an issue when I used it in my Debris map.
Huh? Did I miss something? I don't have the enforcer pickup and probably won't add it. Wait. After rereading my post, I only mentioned Steve's enforcer tutorial as the method I used to try and add the Instagib rifle, which didn't work right.
Nice use of the hubble nebula as a focal point against the starfield as well!
Hehehe, I wonder why. While I don't want the background to be too busy, as the playing platforms are fairly busy enough with all of the lighting, do you think I need to add any more, Mr. Space Map Maker.
Only issue I found was the jump pads missing the pickups. In the alpha I was able to grab'em but in this version I wasn't able to. The jump across from one 'main platform' to the shield belt (I think) always shot me too high. When I done the jump from a platform to the twin jumppads then across to the quad pickup(hmm is that quake and UT is ultra??) I was shot under the pickup. I noticed no bot/pathing issues myself.
There is only one set of jump pads that are suppose to let you grab a pickup. It's the set on the lower platform that is closer to the Udamage (not Quad or Ultra. Wait, is that what the "U" stands for "Ultra". Now that I think of it, it sounds familiar"). They will send you to get the chest armor.
All of the other jump pads will just take you to another platform. If you take the jump pads to get to the Udamage platform, you will go under the chest armor, but that's on purpose. As for jump pads in general, they will work well if you walk onto them in the center of the arrows. I have tweaked it the best I can, but even when you rotate the jump pad, it doesn't seem to rotate the collision (ask Epic).
Didn't have the the to try it yet, I'm busy but for what I see from the last pic it as improve very much :D Things that I can suggest about the pic :
- If I would have to choose between the 2 set of colums, I'll chose the white one, they're more appropriate. I always dislike those yellow one anyway.
- Focus the light on the platform instead of those colums. It's more important to see where your going on the platform since the danger is not to fall instead of white lighted spots "in your face".
- Add some trims around the platforms.
- The sky is to nude, without adding a plethora of planets or alike, if you can add some sort of gas spots, it would be nice.
& I know you have the habit of blaming me for whatever related issue about the Enforcer pickup but dude, it's now subconscious (mixing instagib & Enforcer) LOL. My advice, go consult :p
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
With the jumppads that makes sence now, that only the 2 near the UDamage are supposed to get it. Good 'ol jumppads...the bane of UT3. I've wasted many hours fiddling with jumppads on my maps. Then you add low grav and it's a whole nu level of sad fun...
Regarding the backdrop I reckon just add a couple of fogsheets with flare materials on them(just the material that looks like a flare, not a flare itself) opposite the nebula. This way you keep a starfield but the flares will add some depth without cluttering the skydome. for an example of what I mean just look at at my Babylon 'night' or Debris maps.
Didn't have the the to try it yet, I'm busy but for what I see from the last pic it as improve very much :D Things that I can suggest about the pic :
I understand. I won't be really working on it until later in the week.
- If I would have to choose between the 2 set of colums, I'll chose the white one, they're more appropriate. I always dislike those yellow one anyway.
I am liking the blue ones also. I think they look a bit more "spacey" and the blue/green/purple lighting works better with the yellow being fairly neutral.
- Focus the light on the platform instead of those colums. It's more important to see where your going on the platform since the danger is not to fall instead of white lighted spots "in your face".
I understand what you are saying. Let me know if you change your mind after playing it. While it's darker than the original, I don't have problems seeing players and I use a "no tags" mutator. - Add some trims around the platforms.
- The sky is to nude, without adding a plethora of planets or alike, if you can add some sort of gas spots, it would be nice.
Will my map have a different "rating" if I keep the sky the way it is? I tried to, but maybe I didn't find the right materials. Will look at L_PS's map... again.
& I know you have the habit of blaming me for whatever related issue about the Enforcer pickup but dude, it's now subconscious (mixing instagib & Enforcer) LOL. My advice, go consult :p
Hey, I have to blame someone, but I don't blame you for the Instagib rifle not being displayed after following your tutorial. I replaced "stinger" with "instagibrifle". Do you know of a way to make it work using this technique?
Thanks for your preview feedback, now I will wait for you in-game feedback.
Edit: There is trim, it's just made out of BSP, though it does have a detailed material on it, if that helps.
-- Edited by Odedge on Tuesday 20th of October 2009 07:00:29 AM
With the jumppads that makes sence now, that only the 2 near the UDamage are supposed to get it. Good 'ol jumppads...the bane of UT3. I've wasted many hours fiddling with jumppads on my maps. Then you add low grav and it's a whole nu level of sad fun...
Hehehe. The bots sometimes will step onto the upper launch pads (that take you to the Redemmer) a bit "sideways" and they will miss the second jump pad. I will try a lower gravity, but it won't be "really low", sort of like Tokara that Diesalot just made. That lets you "float down softly" with out feeling like you are stuck in mud.
Regarding the backdrop I reckon just add a couple of fogsheets with flare materials on them(just the material that looks like a flare, not a flare itself) opposite the nebula. This way you keep a starfield but the flares will add some depth without cluttering the skydome. for an example of what I mean just look at at my Babylon 'night' or Debris maps.
I did check out your map for to see how you did it and will check again. Some gass stuff could help. Do you recall where to find some nice ones that came with the game?
Look for Material Instances in the LT_Deimos package.
For another trippy idea for ya to try is chuck the Auror_Borealis (UN_sky) onto a half skydome (inside the sphere you are already using) and have it go around your level. Just don't make the skydome too big and the Auror will dissapear in parts. Only issue is the beginning and end, but if you can somehow hide it, or make it less obvious, then it'd be a great edition.
I replaced "stinger" with "instagibrifle". Do you know of a way to make it work using this technique?
Mmm... for what I'm aware, instagib is available in the stock mutators so you don't need to put that in your map ? The tut is only for the enforcer so I never had to include anything else so I don't know BUT are you sure you use the correct syntax. It may be "instagib" only ?
As for the name, DM-Unrealistisk is cool :D
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Mmm... for what I'm aware, instagib is available in the stock mutators so you don't need to put that in your map ? The tut is only for the enforcer so I never had to include anything else so I don't know BUT are you sure you use the correct syntax. It may be "instagib" only ?
As for the name, DM-Unrealistisk is cool :D
That mutator gets rid of all weapons and everyone has the instagib rifle. I have to have a reason for a player to go under the stomper. While the Redeemer is a good enough reason, it's a bit "much" for such a small map.
p.s.a.o.t. I wish these forums had a better way to quote previous posts.
lol...i m just back from the deep space....and my map....and yeah for the pillars! they look too bright to my old eyes....and it s not so big deal to get original ones ...even just by mixing stock ones and some texured bsp parts...but your choice ;)
need a break from hirax...my eyes are as red as thoses of an albinos rabbit ..........will finally try the map seriously...tommorow
yooo...finally i have played it and it s nice fast action; the gameplay is fine to me exept on 2 jumppads
some feelings & picts:
-the big central block dont generate noise while hammering the facing block and some sound attached to the action had be welcome , something like a grounding stone sound and a big boom when it hurt the other block
-i tryed my best to jump there but i havent find the way to do it ...with a monster dodge here s the more close i was abble to do....one meter more and it was ok....grrr....what s the astuce to go there?
-that bot was stuck here doing up/down and i had to fire him in the back to get some reaction
-thoses pillars are so "brighty" that they dont deserve the map...they are too much "eyeattractive" to me .....that blue fire (reactor) is pure kick arse visually! did u find it in stock or is it custom made? i had really like something like that in my current map...mines looks crappy now
-thoses two jumppads worked perfectly but a little touch of aircontrol more had be welcome ; just to choose to land on pillars or more on wich one; but if it was plane to limit the moove np for me..... +here again the too brighty pillars
-thoses pillars looks overstretched if u are close even if they look nice from far
Yay pics, for some reason, it doesn't feel like a beta test with out them.
-the big central block dont generate noise while hammering the facing block and some sound attached to the action had be welcome , something like a grounding stone sound and a big boom when it hurt the other block
I "hear" you. I did add some sound, but it didn't seem to work right. The big block falls down fairly fast. I will try and make it better. Just a note, the upper block never hits the bottom one. I did this because it wouldn't make sense that it's squashing the ammo and health pickups. Yes, I have issues.
-i tryed my best to jump there but i havent find the way to do it ...with a monster dodge here s the more close i was abble to do....one meter more and it was ok....grrr....what s the astuce to go there?
In my updated post, I mentioned that these were prefabs I made in the editor and will delete them before final.
-that bot was stuck here doing up/down and i had to fire him in the back to get some reaction
Good to know. I will spectate some bot only matches to see if there are any more.
-thoses pillars are so "brighty" that they dont deserve the map...they are too much "eyeattractive" to me .....that blue fire (reactor) is pure kick arse visually! did u find it in stock or is it custom made? i had really like something like that in my current map...mines looks crappy now
I am liking the blue ones better too (as does Steve). I also think the blue color works better for the space setting (although I will have some yellow lights here and there. Those meshes are stock, probably from a "LT" package. Can let you know where if you really want. I did place another mesh at the bottom to give them a base.
-thoses two jumppads worked perfectly but a little touch of aircontrol more had be welcome ; just to choose to land on pillars or more on wich one; but if it was plane to limit the moove np for me..... +here again the too brighty pillars
I hear ya again. For some of the jump pads, I actually removed all air control since you really don't need it. But there are some (like the ones you pointed out), which can have some more with out hurting game play. I understand that you don't like the yellow pillars, they will be removed all will be right with the world!
-thoses pillars looks overstretched if u are close even if they look nice from far
Hmm, really! If I remember correctly, they aren't much bigger than the default size and they are scaled evenly in the X and Y axis. I will double check though.
Thanks for your everyone (don't recall Steve giving me feedback based on actually playing it though. ) I created a thread in the Epic forums for the second wave of the beta process.
I'm sorry Jeff, I didn't have the time to play any map this week. In fact I had a bad week in real life, a friend of mine as died so... I figure you understand. Tonight was the exposition & tomorrow the service.
I add a bad week this week so mapping / playing is far in my priorities.
I'll give it a try soon dude.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'm sorry Jeff, I didn't have the time to play any map this week. In fact I had a bad week in real life, a friend of mine as died so... I figure you understand. Tonight was the exposition & tomorrow the service.
I add a bad week this week so mapping / playing is far in my priorities.
I'll give it a try soon dude.
I was just kidding with you. Didn't know about the week you have had and I am sorry to hear about that. Hope you are doing well enough under the circumstances. Take care...
just had a "fast run" on second pc....have to reinstall my ut3...again....the ed still crashing even after complete backup......really annoying me :( something is probably wrong in ma use or backup method
so i had a fast run and i cant resist to give my feeling:
congratz mate ,even beta this map goes right now in my top collector; nothing exceptionnal on it( i mean it s not the first plat formlevel in the space and not the first q3 remake) ; it just gived to me the exact UT feeling... the same feeling i had for my first games on UT: deep athmosphere ;speed; fast actions (jumpads & short map) ; the possiblitie to play it on 1 v 1 mode; colorfull and with a simple ; efficient and ORIGINAL gameplay i played all of ur maps; technically they are perfects but even with all the time spended on egitim this one is the best for me well... thx for that baby and i just wait the final to install it on server ;)
will try to give some more usefull feedback later after reinstall n° 12548.....
edit:
after more time on it ; nothing to add except that the DD colored sequence is nice and that ur job on aircontrol is perfect
what was the more impressive is that i was abble to fight from start to the end without a fall; i kicked the bots arses properly, used the redemeer; scratched many bots trying to grab it ...all that with no attention on any jump pad i have use; they are so accurate that u dont need to care on them ; u can use them with ur face ur side or ur back u always land in a decent way thats probably the performance of the map u dont need to care on anything else than ur enemies.... kill'em all :p
-- Edited by Bl!tz on Saturday 31st of October 2009 03:37:05 PM
I am basically done with the DM version of this map and would like to release it tomorrow (Friday). I had some issues cooking the map, but I think it's solved. I would appreicate if someone can test it on their computer to see...
1. The map plays fine. 2. The preview picture shows up.
p.s. I plan to make the CTF, Greed, and Low-gravity map this weekend. They will require little tweaking for each map. Once done, I will post here for anyone who wants to test them out.
dunno what time it is atm but I'm pazza as...eg..you're probably at work while it's 3am here atm ..anyways...I'll try this map when I'm sober n will let ya know what I think!
Thanks everyone. Just to be clear, I don't need any "quality control" testing really. I just need to make sure you can see the preview picture when selecting the map and that you can play it (I had an issue where the map wouldn't even load, but I think I have solved that issue).
I don't really need to know if something looks good or not as the map is basically "final".
One good thing about having people all over the world test your map is that they may be able to do it while you are at work. So when you get home, you can get straight to working on your map.
dunno what time it is atm but I'm pazza as...eg..you're probably at work while it's 3am here atm ..anyways...I'll try this map when I'm sober n will let ya know what I think!
Aint know wonder us civilised drunken scots sent the drunken scots over there...or something like that. Drunken aussie scot bums...wheres my beer.
Hey mate, I dwn the map few hours ago & I was about to play it & now I see the final on Epic !
Damn, I wasn't quick enough, sorry :( But all others are saying it's fine so...
I'll coment on Epic after some matches. Look like a great job mate :D
Yeah, I just needed some one else to verify it was working. I am happy with the results and it was fun to actually build a map instead of learning Blender, which I have to start using again as I am forgetting how to use that.
I have started working on the other versions of this map. It shouldn't take too long to make as I don't plan on actually redoing much of the map. I am only going to make adjustments to fit the game style.
One thing is bothering me. For the Greed and CTF versions, I am wondering if I should change the lighting scheme. I have always thought that each base should have some sort of color coding to it (blue and red). Granted, it's not hard to tell which base is which since you can actually seem them from anywhere in the map.
Soooo, should I just leave the blue lighting the way it is, or go with something a bit more neutral (say yellow), then have the lights on the floor (the thin ones that connect to all of the columns), but based on the team colors.
Then I wonder if the having blue, green, and red all over the map make it look.... odd.
I have started working on the other versions of this map. It shouldn't take too long to make as I don't plan on actually redoing much of the map. I am only going to make adjustments to fit the game style.
One thing is bothering me. For the Greed and CTF versions, I am wondering if I should change the lighting scheme. I have always thought that each base should have some sort of color coding to it (blue and red). Granted, it's not hard to tell which base is which since you can actually seem them from anywhere in the map.
Soooo, should I just leave the blue lighting the way it is, or go with something a bit more neutral (say yellow), then have the lights on the floor (the thin ones that connect to all of the columns), but based on the team colors.
Then I wonder if the having blue, green, and red all over the map make it look.... odd.
I am so confused!
Well for the CTF,what I can suggest is
- The custom jumpad won't look odd if there are in the same color palet as the map general lighting. I would leave the map blueshish but more pale so the blue is more neutral. If the jumpads are only located in the middle of the map you can leave them green but less bright so it blend well with the main blue lighting.
- Just change the mesh lighting color on the floor according to red & blue team.
- You won't need to add any arrows & such on walls or floor or wherever as a normal CTF would use since the map is wide open.
-l be better if it I would only add some arrows to indicate Well mate as long as ighting the stay
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
i had use blue customized jumppads in blue base and red in red base and not the lighting perhaps u can add bright red and blue lights at the top of each base ....imo
for the low grav version good luck with jumppads "addaptation" ;it s always long and painfull !