Well, this will be the 4th release of the old beloved UT2004 version I'm aware of. I didn't played it yet, but as Bblitz mention it look very close to the original. I don't know if you want to make a 100% perfect remake or another version ?
My feedback is only concerning visuals at this time.
I found it a bit to dense. As for the lights, indeed they need some halo effect. I think that just using a bit of bloom wiil be fine imo.
You might want to add some supports under the walkways since they seem to be there "floating" in the air with no support underneath. If it's possible, making the walkway "not flat" will be much better to. I don't know if it's doable but it would definitely look much credible.
It would be a good thing if you can paint the terrain making some "paths" to oriente the player since all the terrain look the same & I would have no idea where to go. It would be also good if you add some "indications" on the trees so when on the ground, the players know where is heading by spoting things on the horizon.
I helped a lot the author in the other DM-Tokara & he finally add some waterfalls, & a cave at the opposite so it is very easy to locate yourself.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I was trying to keep with the original design. The layout is pretty close although i made a more usuable terrain. The old one was hard to navigate. There are some paths on the terrain but maybe they blend in too much. I will look at these points. Thanks for the feedback mate.
So your aiming of doing a 100% remake then. Well, it would be the most accurate one to date.
Indeed, the original was hard to locate yourself which is not a good thing in regard of flow & gameplay. That is something that can be improve so that is why I ask if it was a remake or your own version.
But indeed, since the map is dense, I don't see paths on the ground from those pics. I can't dwn / try the map atm since it's my lunch time at work.
At least, a bit of feedback is better than nothing :)
Will try to play it this week.
-- Edited by stevelois on Tuesday 6th of October 2009 06:06:19 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Here is a little udate. I played with the light and fog and i added decals to the trees as a kind of guide to where the pick ups are. Let me know what you think.
nice changes, perhaps largers halo around white lights to accord with the other lights halos on the map( weapon& ammo ones) the halo of the ammos & weapons looks more large and imo looks more reallistic than the white light ones in a foggy world.... to have a visual point to know where u are a moon is always welcome haha^^
Mmm... TBH, the decals are nice but it doesn't fit on the trees imo.
Also, the lights are to bright & the radius is to small. The way I see the effects is like I focus on those 3 white spots, that means that there is to much contrast. I suggest you make them less bright but increase the radius so it will blend better with the surrounding.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
To help orient the player, since you want to stay true to the original, I don't have nothing in mind ATM but if I found something to suggest, I'll let ya know for sure.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
LOL Well im glad old farts like the changes. That would be helpfull steve, although the big jumppads are basically where the pick ups are. You dont think thats enough?
Well, if the pickups are close to the jumpad, it help but when the pickups aren't there if they have been taken & if we don't clearly see the jumpad from a distance, I don't know how I would orient myself. It's just that I didn't have the time to play it yet.
I suggest you look at DM-Tokara falls by Neocane if you didn't already look at it. It's one of my top pick.
-- Edited by stevelois on Wednesday 7th of October 2009 11:54:36 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
@Steve... I will upload my latest version with the changed fog and lighting elder uncle and put a link here for unreal old big tittied farts to try out rather than my older version.
Then the flying monkey can try it too....LOL
After all the tinnies probably more like a sleepy 100 year old saggy pam anderson. LMAO.
Sorry blitz mate. You know i love you. I think im older than Steve. WTF.
Here is th latest version... http://www.filefront.com/14677755/DM-TokoraB2.zip
I also retextured the walkways with the white bone underneath to get away from the green look it had. I added a few supports to the walkways too but its kinda hard to fit them in.
rofl....hey dies, use advanced editor to post links or they wont be "active" ..... :p
a flying monkey like me ...and two old branches like you...what a dreamteam to play tokora....muhaha ;)
edit: i just had a run on it and i m impressed another time !
nice athmosphere ;so close to original but more eyecandy too, especially the top part; the top of the trees and the sky & moon through.....wow
btw the moon help a lot for orientation but if it was more close toone side(horizon) it can help more again; especially old men like steve when they are lost in the forrest :p
now what i found:
here the jumpmarmitte send me always in that part:
here the bot was stuck alone watching in that direction:
here i can see through the decorations:
this texture looks superb from far but if u watch yer feet...are thoses cubes pixels?:p
all thoses rocks have weird collisions and i WANTED to jump on them but i was always ripped down by some invisible things; or perhaps are some rocks too close to the trees and i always feel wrong with jumps that looks possible and dont work finally:
here is some invisible collision too:
this texture looks too stretched compared to others and have weird look:
thoses are details to try to make it as perfect as possible but it looks more like a final than a beta2...lol....
good job m8
-- Edited by Bl!tz on Thursday 8th of October 2009 02:58:27 AM
You both like to kidding uncle, that's fine dudes, I had a good laugh reading all those silly words lollll Damn I like ya ;)
Now seriously, I didn't have the time to test it but old master farto Blitz as already make the job lol He's a hyper-duper-super-flying monkey. He is now "master monley" :p CG mate :D
I'll try to play it this week but I'm rather busy ya know...
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Finally got around to chekking this out. Been years since I played Tokara Forest (never tried any remakes b4 this) and your version is quite good!
Love the gravity setting you have used, it's perfect in my opinion!
Map seems to be well optimized too. Didn't notice my framerate go under 180. Also I didn't notice any obvious issues with the map, however, admittidly I was in it for the fun rather than indepth testing.
No hurry Steve. I will put up another link to the latest version. I fixed the issues the flying monkey had...LOL. I forgot about blitz wanting to jump everywhere.
Diesalot, yeah, one thing you can be 200% sure is if "someone" can jump "somewhere" on "something" that no other one on this damn planet wouldn't even think of going there, you can bet that it would be our beloved old farty Blitz here ;)
No wonder why I call him flying monkey damn it, if you put a banana on a rock 500 feet in the air, he will try to go there, he's impossible mate !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
What uncle really love is the low gravity, it's absolutely perfect mate ! :D Atmosphere, lighting, sounds are also great :D
I don't remember if the original as 2 vests ? But anyway, I never like thing in double but it's a personal preference.
Browsing the terrain, it's fine, I could orient myself very easily.
Some things that can be done :
- Put BV on top & on the highest point of the map so I can't go out the play area. - The blue stuff on the floor in the upper center platform look very stretched. - Indicate player counts ?
I still play with UT2004 so there is no point for me having 2 time the same map but the players that don't play with UT2004 will surely love it, it's an excellent port !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Thanks Steve. Glad you like it. I can make the blue stuff the same size as the jumppads so thats not a problem. Should be final this week sometime if i get time.
Notice this thread and saw some big changes made (mainly to the fog and such) and gave it a quick go.
I like the previous fog setup for it's nostalgic feel, but I actually like the new setup better because you can actually see outside of the playable area and it looks like it's part of a "world" and not simple a map.
Did you also tweak the low-gravity and/pr air control, because it's much better on both accounts. This is a low-gravity map that I would really like to play because I don't feel I am stuck in "mud" all the time when I jump.
I am still wondering if you are going to assign "proper" footstep sounds to the rocks and walkways. We all have our mapping issues and this is one of my top 3 issues.
Finally tried this one a few days ago. Misty, green, in a forest with huge trees, don’t fall….sound familiar? Wide-open with forest sounds, pretty lights and falling leaves.
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