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Post Info TOPIC: DM-Beyond Reality (Beta 1) (Quake Live Remake)


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- 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.

Sounds like a good idea.  I will give it a shot.  I could also make most of the jump pads to match the team color of where you are going.  Half of them will lead you to the other "base", so they can match that base's color.
The one's that lead you to either the Redeemer platform (which will be replaced by the Udamage for Greed and CTF given the space setting) or the Udamge platform (which will contain the flags for the Greed version and maybe the vest armor for CTF version).

- 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.
Agreed.

-l be better if it I would only add some arrows to indicate Well mate as long as ighting the stay
Can you rephrase this comment?  Are you saying that if I keep the current lighting (mainly the "blue" lights, I should add the arrows?
Thanks for the reply, this will help get me focused again. biggrin


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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
Since the layout is really basic and also open, I think having the pulsating floor lights be color coordinated should be enough.


for the low grav version good luck with jumppads "addaptation" ;it s always long and painfull !

Thanks, but it took me about 15 minutes to tweak them and they seem to work fine.  So far, the bots seem to do a good job at using them.



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Odedge wrote:

-l be better if it I would only add some arrows to indicate Well mate as long as ighting the stay
Can you rephrase this comment?  Are you saying that if I keep the current lighting (mainly the "blue" lights, I should add the arrows?
Thanks for the reply, this will help get me focused again. biggrin



Wow, I didn't read my own post before saving lol Sorry it sound like I just *** the phrase. Just forget that nonsense phrase mate. I think I wanted to say as long as the arrows are only in the middle you can leave them green.



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Just a side note...

When testing Diesalot's Tokara map, I asked that the proper footstep sounds be added (you know my issue with foot step sounds) and I believe he said he did. But when the final was released, all the sounds were the same.

Well, I used the same gravity setting as Tokara and added a Gravity volume to this map. After testing my map, there were no specific foot step sounds. I tested Babylon and there was a mix of them.

So, if you set your global Z gravity in the world properties, you can keep your specific footstep sounds. Once you are in a Gravity volume, you lose them.

I learned something new today.

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That's odd ???

To be in a gravity volume cancel specified sounds on assets ! There must be something we can activate in the volume properties or else it suxx big time !

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Odedge wrote:

Just a side note...

When testing Diesalot's Tokara map, I asked that the proper footstep sounds be added (you know my issue with foot step sounds) and I believe he said he did. But when the final was released, all the sounds were the same.

Well, I used the same gravity setting as Tokara and added a Gravity volume to this map. After testing my map, there were no specific foot step sounds. I tested Babylon and there was a mix of them.

So, if you set your global Z gravity in the world properties, you can keep your specific footstep sounds. Once you are in a Gravity volume, you lose them.

I learned something new today.



héhé thx for that good info

....and wow...15 minutes to reset the jumpads is nice ; dunno why for some of mine it was fast too but for some others i had to play with the jumptime several time to get a coherent jump to land on the pathnode; sometimes i was send in the stars fr no "logical" reason .....haha...^^

fyi the map is add to thunderland server and i have compress & upload the ut3.uz3 &upk.uz3 files on the redirect database ; and now i m gonna hammer some mates in that nicey deemer place muhahahaha ;)

-- Edited by Bl!tz on Saturday 14th of November 2009 09:22:55 PM

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....and wow...15 minutes to reset the jumpads is nice ; dunno why for some of mine it was fast too but for some others i had to play with the jumptime several time to get a coherent jump to land on the pathnode; sometimes i was send in the stars fr no "logical" reason .....haha...^^
Well, make that another 15 minutes.  When I removed my gravity volume and set the same value in my world properties, some of the jump pads area really off.  But now I have my footstep sounds back.

fyi the map is add to thunderland server and i have compress & upload the ut3.uz3 &upk.uz3 files on the redirect database ; and now i m gonna hammer some mates in that nicey deemer place muhahahaha ;)
May the power of the Redeemer be with you my friend!


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Odedge wrote:

Just a side note...

When testing Diesalot's Tokara map, I asked that the proper footstep sounds be added (you know my issue with foot step sounds) and I believe he said he did. But when the final was released, all the sounds were the same.

Well, I used the same gravity setting as Tokara and added a Gravity volume to this map. After testing my map, there were no specific foot step sounds. I tested Babylon and there was a mix of them.

So, if you set your global Z gravity in the world properties, you can keep your specific footstep sounds. Once you are in a Gravity volume, you lose them.

I learned something new today.



+1.
I didnt know that either, I was all wtf is odedge talking about when you did my beta test.
Thanks for the info mate, very usefull.

 



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stevelois wrote:

That's odd ???

To be in a gravity volume cancel specified sounds on assets ! There must be something we can activate in the volume properties or else it suxx big time !



I found one option, but it's limited to one footstep sounds.  If you open the Gravity volume's property, expand Collision, then Collision Component, then add a Physical Material in the PhysMaterialOverride section.  I presume since you are "touching" the volume, which enables the gravity change, the player is really walking in a volume, which has the default foots step sounds associated with (just like a blocking volume does).

On a similar note, when I tried to just use the "GlobalGravityZ" in the world properties, instead of the volume, Bl!tz`'s comment came back to me about adjusting the jump pads as they never worked right in this situation.

Luckily, all my footstep sounds are metail, so I am happy.

 



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Never mind.

-- Edited by Odedge on Tuesday 17th of November 2009 03:53:18 AM

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Update:

I have the other 3 versions ready to be tested. Don't feel obligated to test all of them (unless you are bored). If you are not bored, test the map which suits your style/game mode. Here are the basic changes for each version.

Low Gravity (Download)
-Set the gravity to -250 and adjusted jump pads.

CTF (Download)
-Lowered the "blue" for the column lights, they are more white-blue now.
-Each base has matching floor lights. There are also color specific jump and launch pads for each base. Neutral launch pads are still green.
-Udamage has been moved to the "Stomper" platform. Redeemer has been removed from map.
-Rocket Launcher and chest armor have been moved to the "Udamage" platform.
- Each base has matching weapon/ammo layout.
-Team specific player starts have been added as well as defense points. Feel free to check them out in the editor to make sure they are in decent places.

Greed (Download)
-Regular player starts have been switch with "paired" team starts (a blue and red player start are right next to each other).
-Both flags are located on the "Stomper" platform, Redeemer has been removed from map.
-Railing has been added around most of the platforms. This will prevent players and especially skulls from falling off. Since the skulls are the point of the game, they need to be kept in play as much as possible.
-"Teleporting" trigger volume have been added. If you fall off the platforms, you will be teleported to one of the columns on the 2 main platforms. This will help keep players in the game, especially if they have skulls (the Kismet sequence doesn't check to see if the player has skulls though).
Currently, the player will still take "falling damage" before they teleport. I like this as it still punishes the player for getting knocked off the platforms. If the player dies before teleporting, they will just continue falling (not by my design).

All 
-Asteroid belt has been lowerd to hopefully prevent them from flying through the playable area of the map. While playing the released version, I have noticed this from time to time. shocked.gif

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Well im bored so im grabbing all...LOL

EDIT.
I DL them mate and the CTF has no ini file. I havent played yet so thats all.smile

-- Edited by Diesalot on Wednesday 18th of November 2009 10:24:00 AM

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I was trying the Greed version and the emitters werent showing materials.
You decided to put the flags on the stomper huh. Good call.

Heres a pic of the emitter properties, You can see the missing material. It may be me so see if anyone else has problems.

OdedgeFX.jpg


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Will try the CTF tonight :)

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@ Diesalot

-While looking at the "07" version of the CTF map, I realized I had some blue player starts right below the Red base, so I did a quick fix/build/cook.

-Hmm, I will check out the emitters. I have been having issue with them (mainly in the CTF version though).

-As for the flag location, I had to place it there because the bots don't like going to the farther "Udamage" platform, which resulted in a very slow scoring game.

@ Steve-;ois

-Cool. I actually enjoyed playing CTF on this map as it tends to be fast action (with 4 vs 4) and you don't have to travel a long distance to get or return the flag. I would like more CTF maps to be a bit more "compact" in their size.

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+1
I like the smaller CTF maps.
Remember ive had trouble before that nobody else had mate, so dont go fixing just yet.
I can fix it myself anyway.

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Diesalot wrote:

Remember ive had trouble before that nobody else had mate, so dont go fixing just yet.
I can fix it myself anyway.



Huh, what are you talking about.



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I had the chance to try the CTF,

TBH, I'm not comfortable, it look like it provide a better experience with reverse CTF.

If I can suggest something, is to make the distance between the base more far away from each other & add another platform in the middle. The fact you jump directly from base to base isn't very challenging.

The sniper weapon base on wide open map like this is better if is place in the middle of the map. In the contrary of Facing world & all others classics, the players movement are very limited so you must let them some chance since you can't dodge except on the base & are completely vulnerable in the air with no escape route. Players only have to shoot from the base & won't have to much difficulty to kill the enemy.

I didn't put to much attention to the rest (weapon pickup, ammo, health, etc) because I wanted to have a quick feel of the ctf variant.

Will try more this w-e :)

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I mean the emitters mate. It may just be me.

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For the emitter, it look pitch black in the editor but it work fine ingame. I see that often in many maps when the material or the emitter is custom made, the custom stuff use the default checkerboard or it's pitch black.


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@Diesalot/Steve-lois

-Ahh, the emitters. It's using a material from the game.

-I have also seen "custom" materials show up as the default checkerboard while viewing the map in the editor too.

Ohh well, as long as it works in game.



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Hey mate, you didn't saw my feedback ? No comments ?

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stevelois wrote:

Hey mate, you didn't saw my feedback ? No comments ?



No, I saw them, but since you said you were going to check it out a bit more, I was going to wait.   But since I am typing...

You mentioned reverse CTF, that's when the blue team starts right next to the red flag?  If that's correct, then wouldn't this be a worse map since you can easily/quickly get to the other side?

I really like your suggestion about additional platform (or two maybe?) To add some extra distance between the flags.  Do you think they should be higher or lower than the lowest platforms (that have the red and blue launch pads)?

I also agree that it's a bit too easy to snipe from platform to platform and putting the sniper rifle in the middle would be better (only have 1 sniper weapon base).

Good suggestions that I will implement.  I know it's not really a CTF map, but the original had it playable in this mode, so why not.  I just want to make it the best CTF map it can be (with out building an entirely new map).

Looking forward to any tweaks/suggestion.

p.s. On a off-topic note, I should be getting Windows 7 tomorrow.  I have tried it out on my older computer (that's in my living room) and it works very well on it (older hardware) and seems to a worthy upgrade from XP (as Vista sucked).  So my current computer should easily run it with no problems.  I just need to fix my "shutdown/startup" issue and all will be better in the computer world.



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Indeed,reverse CTF is when the other team spawn at your flag base. It's easy to test out, just reverse the flag & play so you will see if you like it.

Well, after thinking about it since you mention it, why not add 2 platforms ? One higher & 1 lower with each a unique item on them. 1 with the sniper & the other with the tights/helmet so that leave more choice to the player :)

Start with that & if you like it, publish that version. I cannot suggest others things for the moment, I'm out of imagination.

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stevelois wrote:

Well, after thinking about it since you mention it, why not add 2 platforms ? One higher & 1 lower with each a unique item on them. 1 with the sniper & the other with the tights/helmet so that leave more choice to the player :)

Start with that & if you like it, publish that version. I cannot suggest others things for the moment, I'm out of imagination.



OK, I took your idea and ran with it.  I added a set of platforms in the middle.  Both the same size (one is above the other, but you can jump down from the top to the bottom).  I also had to tweak the other jump pads and tweaked the "routes".

Here is the updated CTF version.  I would really appreciate anyone who plays CTF to check it out.  With Stevelois suggestion, I think it's more of CTF map.  While I consider it done, some tweaking (powerups/ammo, weapons) might be needed.  I also need to tweak the translocator paths for the bots.

If anyone else is willing/planning to test any of the map and could do it this weekend, that would be great.  December looks like it will be a very busy month for me and I would like to get these version of Beyond Unreality published sooner than later.

A small note on the Greed version *looks at Diesalot*, I was also thinking of adding some railing on the 2 lower levels between the 2 green jump pads (that face the same direction).  There's no reason to jump off there, so that's another opportunity to keep the skulls in play.

While I only changed the grave settings for the "LG" version, it would be nice to get a another opinion on the "lowness" of the gravity and how the jump pads work.

Thanks in advance and happy mapping.


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hey ode

just tryed yer map and even if i m not a big ctf player i ll give you my feelings:

-nice adds; the new platforms accord nicely to the map and make it more complex and tactical (though it s hard to compare as it s not same gametype of course)

-the jumppads work good except 2 that leads you from the lateral platform to the flag bases(it s too short and i falled several times one meter before the platform)i ll post some shots later

-the bots use all the map

-now the unpleasant part :p......personnaly i had no fun playing it because the gameplay was way far too complex and it was too frustrating to land on a jumppad so close from the ennemy base and to be send back at the opposite side to collect the deemer....the bots seem to have the same problem and they was in pain to bring back the flag to their bases.....finally the pure fun have come when i decided to fire thoses flying bots and to fraq their flys & to watch em falling down
The final result was something like a big salad and imo that "salad feeling" can be changed very easily; my suggestion is to divide the jumppads sequencies ( not make the player landing direct on another jumppad but one meter before so he can choose to bring the flag to the base or choose to collect the deemer after an extended fly via the middle of the map) , u ll probably need to "enlarge some jumppads supports to do so...
this kind of map have fast n furious gameplay and mixing that with complex flys just make it confuse

first obligation in that map is to watch yer foot to keep em on the structure; if u choose CTF gameplay a second obligation is to go from yer base to the opponents one; third is to fight opponents....and here u can add a fourth: find the right way to bring the flag.....dunno for others but when i fight i can use the closest jumppad to dodge my death but here lol it send u in long flying sessions like a flying target...not really an escape haha^^too much things for a little head like mine....too complex in use!

it s so easy to camp and to fire all the flying opponents and u need to be seriously bolloxed to decide to collect the flag and to cross such a battleground....the result is very randomly variable (4 v 4 skilled level)

i tryed it in instagib mode and it s quite impossible to bring the flag to the bases; u have the feeling to run like a big chicken through an army of wolfs firing you with big guns :p....a guy with a decent aim can ruin the game if he decide to camp in the center of his base and to fire all thoses flying opponents



btw: the white arrows that shows u the way to the ennemy base dont make sence( and will get sence back with the jumpadd modifications if u decide so ...); actually it show you the base but when the jumppad send ya to the deemer u escape the arrows


gl with all that mate ;cant wait to have the opinion of other mates to see if my feeling is shared
this map have the potential to be a very fast & fun CTF level but it need some amenagements

thx for your work , i hope this can help a littl'  ;)



-- Edited by Bl!tz on Saturday 28th of November 2009 01:44:09 PM

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Just tried the new version,

A good improvement overall but there are some flow issues that rune the gameplay.

The biggest issue is caused by the shock. In low gravity maps, it's the deadliest weapon. Putting it near the flag base will only encourage camping which is happening here. Strategically speaking, I suggest you remove it from there & move the flak in the middle of the platform instead of leaving it in front of the jumpad. Having only the flak on the flag platform is more than enough in this case.

The flag base lower level where you have the link isn't flowing right. The weapon base isn't well placed. When you land there, it would be better gameplay wise to collect the weapon rather fast instead of going at the back of the jumpad. Your loosing time to collect it & time is precious specially with a flak guy above you.

The new middle plateform as I said is a good addition BUT the lower part is useless. Only addition it bring is to jump on the other vest platform. After some matches, I would see the KEG there right in the middle. I also see the vest there & put the invisibility instead of the vest.

In CTF, powerups like the udamage isn't the best powerup to use. The invisibility is more fun because it provide a way to infiltrate the base in a sneaky way. TBH, I really don't have any fun to collect that powerup & the ride I do just to land on that platform is much to elaborate. Beside, I would put the sniper there. Don't know if you made it because I didn't check the map in the editor but I would move the sniper on that platform & add 2 utdefensepoint (1 red & 1 blue) there, leaving the middle platform only with the RL & the KEG/vest (if you add it ofc).

The thing I really don't like is the jump sequence to land on the udamage platform, it last to long & is to "fancy" for this layout making you an easy pray in the air. Also. the blue team as an advantage since there team color is less distinguishable than the red team with the black sky sphere so it's harder to see them in the air. In fact, I never been able to kill them in the air. Also, there is to much movement caused by those jumpad so when the enemy bot as your flag & you have there flag, it become a cat chasing the mouse game which is more annoying than pleasing.

In all, I like the improvements but it need more work to be more appropriate for CTF.

Brief for balance reasons & better strategic gameplay I suggest that :

- get rid of the shock
- move the flak in the center of the base
- move the link in the center of the platform
- add something worthy on the new middle lower platform (keg). maybe move the vest there & place the invisibility instead of the vest ?
- move the sniper to the udamage, get rid of the udamage
- reduce the jump sequence to land to the udamage or sniper platform

Hope it help

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Bl!tz` wrote:


just tryed yer map and even if i m not a big ctf player i ll give you my feelings:

-nice adds; the new platforms accord nicely to the map and make it more complex and tactical (though it s hard to compare as it s not same gametype of course)


I am not a CTF flag player either and this really isn't a true CTF map, but I am trying to make it the best CTF map it can be.

-the jumppads work good except 2 that leads you from the lateral platform to the flag bases(it s too short and i falled several times one meter before the platform)i ll post some shots later

Do you mean going from the Chest armor platform back to each team platform?  I decided it would be best if the player didn't go straight to the main team platform (where the flag is located).  But, they shouldn't fall off.  That lower platform is getting crowded!

-now the unpleasant part :p......personnaly i had no fun playing it because the gameplay was way far too complex and it was too frustrating to land on a jumppad so close from the ennemy base and to be send back at the opposite side to collect the deemer....the bots seem to have the same problem and they was in pain to bring back the flag to their bases.....finally the pure fun have come when i decided to fire thoses flying bots and to fraq their flys & to watch em falling down
The final result was something like a big salad and imo that "salad feeling" can be changed very easily; my suggestion is to divide the jumppads sequencies ( not make the player landing direct on another jumppad but one meter before so he can choose to bring the flag to the base or choose to collect the deemer after an extended fly via the middle of the map) , u ll probably need to "enlarge some jumppads supports to do so...
this kind of map have fast n furious gameplay and mixing that with complex flys just make it confuse


I decided to add that second jump pad so you would make 1 BIIIIIIIIIIIIIIIG jump.  While it's fun for me to go on the ride, I can see your point.  I could make another floating platform, so when a player is going to the redeemer, he lands on the platform and can either jump down to the upper middle platform or take another jump pad to the redeemer.  Making the map wider has helped the CTF game play, but it's also made the green jump pads work different than the DM version.

....and here u can add a fourth: find the right way to bring the flag.....dunno for others but when i fight i can use the closest jumppad to dodge my death but here lol it send u in long flying sessions like a flying target...not really an escape haha^^too much things for a little head like mine....too complex in use!

I did make the jump pad color specific.  The green ones aren't meant to take you directly to the other team's base (which is why they are green).  All the other jump pads are color specific (red and blue) and should send you in the right direction.  I know this doesn't make sense the first time you play it, but after one round, you should get the basic layout down as it's not that complex of a map (though all the jumping makes it more complex that it really is).

i tryed it in instagib mode and it s quite impossible to bring the flag to the bases; u have the feeling to run like a big chicken through an army of wolfs firing you with big guns :p....a guy with a decent aim can ruin the game if he decide to camp in the center of his base and to fire all thoses flying opponents

LOL, I don't even know why people would play instagib CTF as CTF is frustrating enough.

btw: the white arrows that shows u the way to the ennemy base dont make sence( and will get sence back with the jumpadd modifications if u decide so ...); actually it show you the base but when the jumppad send ya to the deemer u escape the arrows

"White" arrows?  There are 3 colors, but the red and blue arrows "fade out" at the end of their life, is this what you mean?  Like I said, all off the red and blue jump pads should lead you in the right direction towards the enemy base.

gl with all that mate ;cant wait to have the opinion of other mates to see if my feeling is shared
this map have the potential to be a very fast & fun CTF level but it need some amenagements

thx for your work , i hope this can help a littl'  ;)

Thanks and I appreciate you taking the time to check it out.  After reading Steve's and your feedback, I will have to change that path to the Udamage platform (aka The Stomper!)


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lol the" white arrows" :it s probably not the righ word! i mean the white "signs" that appears for each player (like a white lign) to show u the way....nothing to see with a specific team color; not something that u have set it s on each map to show the way ;)

-- Edited by Bl!tz on Saturday 28th of November 2009 06:39:20 PM

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stevelos wrote:

The biggest issue is caused by the shock. In low gravity maps, it's the deadliest weapon. Putting it near the flag base will only encourage camping which is happening here. Strategically speaking, I suggest you remove it from there & move the flak in the middle of the platform instead of leaving it in front of the jumpad. Having only the flak on the flag platform is more than enough in this case.

Great point, when playing the map in the actual game, the bots where always shooting me with the shock and sending me off the platforms to my death, got really annoying!

The flag base lower level where you have the link isn't flowing right. The weapon base isn't well placed. When you land there, it would be better gameplay wise to collect the weapon rather fast instead of going at the back of the jumpad. Your loosing time to collect it & time is precious specially with a flak guy above you.

That area is getting really crowded with player movement and the pickups.  This makes sense and I will move it and place the extra ammo under the platform.

The new middle plateform as I said is a good addition BUT the lower part is useless. Only addition it bring is to jump on the other vest platform. After some matches, I would see the KEG there right in the middle. I also see the vest there & put the invisibility instead of the vest.

I agree it's fairly useless, but had to be done to allow players to get to the vest platform.  That's why I added a hole above it so players could also shoot/jump down.  If I add a KEG health, I think I should close the hole so players can't jump down and get it.  If I place the vest armor there (which I like better), I could keep the hole as it's only 50 extra armor and you have to go take a longer route to get to a base (fair trade off?).  Placing a powerup at that far platform (where the vest is) could work well as it's the least traveled route.

In CTF, powerups like the udamage isn't the best powerup to use. The invisibility is more fun because it provide a way to infiltrate the base in a sneaky way. TBH, I really don't have any fun to collect that powerup & the ride I do just to land on that platform is much to elaborate. Beside, I would put the sniper there. Don't know if you made it because I didn't check the map in the editor but I would move the sniper on that platform & add 2 utdefensepoint (1 red & 1 blue) there, leaving the middle platform only with the RL & the KEG/vest (if you add it ofc).

I think the invisibility powerup would effect game play more (because you can "sneak" it).  I wonder if you can still see the flag though?  Also, placing the sniper under the Stomper platform is a good idea (plus the defensepoints).  Do you think I should have the Udamage and sniper rifle under the Stomper?  I will then place the invisibility back where the Udamage was located in the DM map and see how that works.

The thing I really don't like is the jump sequence to land on the udamage platform, it last to long & is to "fancy" for this layout making you an easy pray in the air. Also. the blue team as an advantage since there team color is less distinguishable than the red team with the black sky sphere so it's harder to see them in the air. In fact, I never been able to kill them in the air. Also, there is to much movement caused by those jumpad so when the enemy bot as your flag & you have there flag, it become a cat chasing the mouse game which is more annoying than pleasing.

Like I said to Bl!tz~, I will add a small platform in the middle of that long jump pad sequence to all players to jump down to the middle upper platform.

In all, I like the improvements but it need more work to be more appropriate for CTF.

Brief for balance reasons & better strategic gameplay I suggest that :

- get rid of the shock
- move the flak in the center of the base
- move the link in the center of the platform
- add something worthy on the new middle lower platform (keg). maybe move the vest there & place the invisibility instead of the vest ?
- move the sniper to the udamage, get rid of the udamage
- reduce the jump sequence to land to the udamage or sniper platform

Hope it help

Yes it does and much thanks for checking it out.  Since you two gave me so many tweaks, I will release one more version and then it will be final.


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Cool, looking forward the next version then :D

And for this question (Do you think I should have the Udamage and sniper rifle under the Stomper?) I'll say nope because it give to much power to the sniper.

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Feedback-Master ..

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@Blitz
OK, now I understand. Yes, I can't help you with the white arrows that the game creates to help you find your way (since I had arrows on some of the jump pads, that confused me for a second).

@Stevelois
OK, I will only put the sniper rifle and maybe one health pack? Since you can die quickly (if someone shoots the target), but the bots don't do that because either they or myself is too stupid to do it.

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I made the changes suggested by you two (for the most part) and here is the "final" version.  Let me know what you think.

Basic changes:

1. Added platforms so you can either choose to continue to the "stomper" platform or jump down to the middle platform.

2. Moved Flak to the lower platform for each base and placed it near the middle of the platform (though that the more powerful weapons should be farther away from the flags).

3. Added Bio gun pickups on each of the main team platform (plus ammos around the map).

4. Moved sniper rifle to the "stomper" platform (removed Udamage from map) and added defensive points as well.

5. Added stinger to replace the sniper rifle (though I need to add ammo!).  While the alt fire can push you off, that shouldn't happen too much (at least compared to the shock rifle).

6. Added extra health pack on each team base.

7. Added more defensive points at each base (to make it more random).

8. Moved vest armor to the lower middle section.  Also added some ammo there too.

9. Added invisibility pickup on far platform (though I would like to know if the flag is invisible too?).

10. Tweaked the jump pads going from invisibility back towards the bases.

Let me know if there is anything I forgot and thanks again for testing it out as CTF maps are not my thing!



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