Changes RC1: Added some new mechanical stuff @ the Keg.
Fixed sounds.
Added skyline stuff.
Fixed some blocking volumes for stuff.
Modified PostProcess volume, tweaked lighting a bit.
Added some more decoration, roots, vines etc.
And lots of minor stuff.
Changes RC2:
Some pickup changes Removed some sound effects and replaced others Some postprocess changes Modified the palm bush material to recieve less light Removed some deco meshes, arrows etc. Added some more playerstarts, you can now start in the "spawn rooms" and outside the base. + Some more changes not worth mentioning / currently not in my memory lol.
Changes Final: Removed some sound effects that didn't belong
Team Flag meshes removed
Minor Post Process changes
Some Culldistance + Blocking volume fixes
Added some lights to the flag rooms
Other minor things not worth mentioning _________________________________________________________________
-- Edited by Thrallala on Tuesday 8th of December 2009 10:29:17 PM
just tryed yer map and it s a nice job u have done ; it was hard to find something wrong :
-i was abble to go in that rock :
-and from the inside :
-thoses vegetals looks a bit cartoon/overstreched when u can go close to them:
-that view is superb and i m impressed by ur work on the raylights and on the cristals....awesome :
-i wasnt comfortable with the "wheeled" vehicules( not enough open areas to use them imho)and after 2 or 3 very funny jumps on central ramps i decide to walk ...
each use of wheeled vehicules gived me the feeling of "too short distances", u spend more time to go in and out than the real driving time...and more annoying each use of them with more than 12 players on map have endend upside down or with loud health damages
if u decide to use them to drive only they dont present anykind of interrest compared to the overboard if u decide to use them for roadkills .....GL with all the obstacles!i wasnt abble to go very far under hard fire
.... in opposite the manta gived me lot of fun and fit very well to that map... with no doubt on that kind of arenas it looks surpowered if compared to the other vehicles u have add; especially on the "road kills" aspect...what a carnage with the manta ! there s lot of places to hide and the wheeled vehicules are nice targets; it s funny to see bots crashing after a good shot in their vehicles...muhahaha ;)
thx for sharing that nice piece of mapping mate ;keep up the good work ;)
did u try to add a goliath instead of wheeledV? it often a nice way to face mantas.... i forgot to add that all that blabla is only personnal feeling and that the map is excellent as it is ;)
-- Edited by Bl!tz on Wednesday 4th of November 2009 10:58:40 PM
Thanks for the feedback, the first bug you noted is already fixed, about the foliage, it's probably because some of these meshes are abit overscaled, else I will just enhance the textures in Photoshop. And about the vehicles, I'm thinking of removing the scorpions however these are very good on taking out the manta and I would probably have to compensate. I do however want the hellbender to stay.
I would like some suggestions about the vehicles though, as I'm not sure what to do with them.
Beta 2 will probably be ready for release sometime next week, and will include stuff like Sound effects, Minimap (already made it and got it working fine), item placement changes (I want to have the sniper where the avril are now, im not sure where to place avril though as I want it to be easy to pickup so that vehicles arent that overpowered, so if you have a suggestion please tell me :). I have also started changing some things in the middle of the map to make it easier for vehicles to pass, but it should still have some safe spots from sniper/vehicles. I'm also gonna redo the hellbender room.
VCTF fans will love you! Fun map with excellent visuals and atmosphere! One of the best cave depictions I've seen made so far M8!
Played for about 10 mins and noticed only one fault. The bots managed to get 2 vehicles stuck in the center of the map. This for some reason caused the blue bots to pile up there, on foot, for a good 3 minutes until I destroyed the vehicles. From what I can tell they managed to get one car hooked on a support mesh then the jammed the other behind it and jumped out of them. For some strange reason they couldn't run around them and stood around like cannon fodder? (....dumbarse AI ) Maybe chuck a vehicle blocking volume in that alcove or add in an extra pathnode just in case it happens again.
I wanted to try B1 this w-e but since there is already some fixed stuff & others that will be include in the next beta, I'll wait for B2 to provide feedback.
Therefore, I'll play with B1 this w-e & except a majur bug I'll just take note of the issues & joing them to B2.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I like this map :) The bots put up a varied attack and defense and they will use the vehicles. There does seem to be an issue with the large puddle just before the pic above. Some times the water slows you down and other times it doesn't ? It doesn't seem to slow the vehicles down at all. All in all though its an excellent map. I've even found bots camping at defense points :) Looks gorgeous on my kit.
It's not extensive since I could play only 5 mins so I'll point out things that are rather obvious for me.
First thing, about the layout ; I really like all the building access. There is plenty of paths players can use & since the ways inside the building aren't to long, when the flag carrier is outside he's found very quickly so you don't have to play the mouse / cat game to find the flag carrier. The 2 rooms outside (where you have the weapon locker) is fine to. While I never like weapon in double, in VCTF, it's another story so that's fine. I don't really like weapon lockers since it concentrate to much fire power in 1 spot but anyway, that's me. The middle part is simple but also nice.
About the gameplay. TBH, the layout is to small for a vehicle map. This baby would be more adequate for CTF. The use of vehicle is rather useless & frankly, I won't use a vehicle for a 2 sec ride, it's simply make no sense & even worst, the enemy with the avril can shoot me down from the other side of the map, quite ridiculous & not fun at all. Personnaly, I wouldn't make any change about the layout but I would make a CTF version with this map.
About items placement, well since I don't see this map adequate for VCTF, there are things I would change to accommodate the items for CTF. If your willing to do the changes let me know & I'll suggest things.
About music, well it's a nice track but TBH, I wouldn't use it for a cave map. It sound to "space". For this kind of map, you need lower frequencies sounds, something more "grounded". Your theme is a nice atmospheric one, so you must chosse something not to fast.
About mesh work. It's very well done. The meshing fit's well together & is very convincing. Nothing to say about that.
About Atmosphere, it's awesome !
About visuals. Lighting is very nice. I didn't see a lot of shadows. In fact almost none ? Don't know if it's already planed for the next beta ? The coloring is great, it's only about shadows that I may be blind but I didn't saw them ? Anyway, I saw some things that I pointed out with yellow arrows (sorry for the big pics, it's blitz fault :p) :
- The lantern you use all over the map is nice loocking but is overscale. I could be reduce at least by 50%. I know the lighting will be looking less realistic (lantern size versus lighted surface) but it doesn't look right. The player look like a "smurf" beside it.
- The rock culling is to aggressive. - The neon isn't well centered.
- My main complaint is those flares. They do look very nice when your static but as soon as you move, it's like disco balls that just pop in your face. It's frankly annoying. No offense here because it does look nice when static, it's just annoying while your moving. The crystals are really great, it's just the flares that while they do look good static, they're annoying while playing.
- Some stairs aren't well scaled, they're to large so they're entering the wall. You can see the side of the stair on your right, not on the left.
You see the skydome merge with the ground. Going back & forth it does a very odd effect, it's like it's getting very bright one of a sudden ? I thing by adding another heightfog would do the trick.
- The bumpofset of this material is to much & doesn't look good at all. It look more deformed than anything else. - The grass is overscaled & can be reduce at least to half the size. The actual size is to much distracting & to close to the flag base imo.
- It's not you mate but I must say that those bricks are the most ugly I never saw included with a game. Even Half-Life 1 as better looking bricks. There is plenty of other material that look 100 times nicer than those. I really don't understand why mappers use them in the first place ??? Again, the bumpofset is way to much.
- Others small things :
- The Bezerk is floating. - You can set collision off on some actors like roots on the walls & others small things. - The foliage don't need to be retouched in another third party app. The stock one are looking very bad (I know because I start to use them in Aly) but you can add some normal maps to make them look much nicer without to much trouble.
So in all, you have a very nice map & with the addition of sounds & such, it will be even better.
The VCTF is a let down for me. I would personally love a CTF variant for this map.
VCTF players will be please because it's a fine map & my suggestions are cosmetic at this point.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
The reason why I'm using weaponlockers is because it's pretty much standard for vCTF maps.
I know this map isn't perfectly suited for vCTF seeing as vehicles will mostly be used for a quick transport to the other side of the map / defending the base. I do agree that vehicles are very vulnerable due to the avril being placed where it's easy to get, I thought that if I had the avril on its original spot (in the middle where snipers are placed atm) the manta would be way overpowered but I think that the scorpions are enough to balance the manta since their attack is extremely powerful against it.
I see why you would think this map would be suited for CTF, but I feel that if I changed it. I would have to rescale pretty much the entire map, even now as vCTF some things are overscaled.
But I will spend some time this weekend to see how it would play as CTF and what changes would need to be done.
The music track is only temporary, I wanted to release the map quickly and just randomly picked one.
The lanterns are already taken care of, they will still be slightly overscaled though, but significally smaller.
About the shadow issue, I'm very aware of this and it's really frustrating cause I can't get any good looking shadows. I tried to increase the brightness of the spot lights that shines down from the places where the light shines through the rocks but when I do this the terrain only gets minor changes and the meshes affected by the light takes full changes. I also find it strange that in the flag room, I have some bright spotlights shining in from the wall and it just wont show the way I want it to.
The neon meshes on the walls of the bases, I also know about this but I couldn't get them aligned properly. But now that you mention it, I think it's possible to manually rotate the meshes in their property windows rather than with the rotator tool. If it is, this will be fixed.
The rock near the spawning room, I also know about this and it has been taken care of.
The pic you posted with the crystal flares... it is very odd, these flares look nothing like that for me. In your picture they look really ugly, I'm gonna have to look into that. I will probably try to make these flares static instead of being lens flares.
The stair thingy, also fixed.
The wierd background bug outside flagrooms, this is because of the culling, I use very simple meshes to create the bright orange background and these have been culled away here, thats why it gets brighter when you get closer. Will be fixed for Beta2 ofc!
About the materials, I'm not sure if I can agree with you completely... the grass is overscaled though this is an issue I forgot to fix before release.
I don't know about the brick material either, I think it fits kinda well with it's surrounding objects and stuff. I will try to reduce the bumboffset of these materials and see if it looks better.
The berserk pickup is floating, I know about that but there seems to be no way to align it properly without changing the mesh it is placed on, I will see what I can do though. But as far as I know, it is barely noticable.
I thought I already had turned off the collisions on all roots and small objects, but I might have missed some of them.
I know the stock foliage hangings or whatever they are called look bad, they look good from a distance but not so good as you get closer. I still want to see what I can do with them in Photoshop, I already have a custom texture for them so it wont take more memory than I have already used.
Finally, I need some information on 1 thing. I notice in the screenshots you have taken that the fps remains at around 60 in all places. When I run the map on my computer I get 25-40 fps outside and 40-60 fps inside the bases which has had me concerned for a long time as I want the fps to be consistant in all places.
I would very much like to hear other peoples opinion about a possible conversation to CTF, I would also like some more opinions about the brick materials / grate materials.
Also, Steve. What's the average fps you get in Epic's maps?
-- Edited by Thrallala on Friday 6th of November 2009 02:32:42 AM
Well first, the size of the map isn't to big for a CTF version. In fact, it's a small one if you ask. If you look at my top pic on Epic, this map would be in the smallest one if you decide to make it CTF. Like I said, using translocator, even the biggest map make the traveling very fast. Even Face or others stock maps are bigger than this one.
I agreed that weaponlocker are a VCTF standard. As I say, It's only me. But it's more fun to travel with the overboard than using the vehicle so that's why I found them useless. It's cool for some fooling around match but not seriously. But it's only me mate ;)
For lighting, are you using lightmaps or vertex ? You will obtain great shadows with lightmaps most of the time. BTW, it's not because the mesh is lightmaps enable that it is automatically well supported. You have things to know. This is why, while, I'm building the map, I choose my assets that support lightmaps correctly so I get awesome shadows.
The only materials that doesn't look good imho, is the bricks one. I check them in the editor & the bumpofset is to much. I don't like them at all but it's a personal thing so if you like them, it's fine, anyway, it's your map after all dude ;)
A little trick for floating pickups. I notice that when you work with a grid of 16-32-etc & rebuild, the engine adjust the pickups to the grid. Still, before a build, I set the grid to "1" instead of leaving it to 16-32 so even if the pickup get align you won't notice the move, clever trick he he :D
For FPS. I'm using VSYNC so that is why there constant. My rig is powerfull enough to andle the map so I never drop under 60. BTW, you forget to specify the playercounts ? I load the map with 8 players (4 vs 4).
For stock maps, I don't remember TBH, last time it was around 80-150 I think depending on maps ?
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Ok, but I think if I make the changes needed to get good looking shadows, it will seriously hurt the fps and thats a price I cannot pay.
Thanks for the tip about floating pickups, will be fixed for Beta2.
About the player count, I did not forget to add it. But I made a mistake in the ini file :P
I think I'm gonna have to get some help from someone regarding optimizing the map, while it does have some factors that makes the fps drop I should be able to get it better than it is now.
Better shadows aren't supposed to hurt FPS since it's baken into the file anyway. The bad side is that your file size will increase. Still, vertex lighting can consume more at a certain point & will look worst. The thing is, using lightmaps value of 16-32 will give you better shadows than vertex & will consume less space. Personally, I'm using a value of 32 on everything that support it & 64-128 only on certain mesh when shadows are important & my uncooked file size is still at 40 mb after a month of adding stuff ;)
Well, for optimization, I see you already use the black surface, I didn't check if it was the "remove***" of the "blackunlitmaterial" but I saw that some BSP where completely black.
Do you use culling ? Like all mesh inside the building ? This is the minimum to do if it's not already done. It took me more than 2 months for Nano since I must set the values on each mesh but in your case, a volume would be sufficent for inside the building I guess.
Some emiters can also be cull when your getting far for them.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I don't mod that brick material myself. It fits the theme IMO.
Lighting issues; Regarding your spotlights lower the value of the FalloffExponent (probably both of them) to 1 or .5 and give it a try. This should give sharp shadow edges rather than a gradual fade.
On your terrain tick 'bisOverridingLightResolution' and set 'StaticLightingResolution' to something like 16 to hopefully resolve your shadow issues. This will probably increase your resource usage though. Fortunately you're only at 19meg so as long as it stays under 32meg (to keep it safe for PS3 peeps) you should be OK.
Regarding that deformed mesh under the flag, the material itself is the issue. I know sweet FA about material editing so I can't help you on with that.
Better shadows aren't supposed to hurt FPS since it's baken into the file anyway. The bad side is that your file size will increase. Still, vertex lighting can consume more at a certain point & will look worst. The thing is, using lightmaps value of 16-32 will give you better shadows than vertex & will consume less space. Personally, I'm using a value of 32 on everything that support it & 64-128 only on certain mesh when shadows are important & my uncooked file size is still at 40 mb after a month of adding stuff ;)
Well, for optimization, I see you already use the black surface, I didn't check if it was the "remove***" of the "blackunlitmaterial" but I saw that some BSP where completely black.
Do you use culling ? Like all mesh inside the building ? This is the minimum to do if it's not already done. It took me more than 2 months for Nano since I must set the values on each mesh but in your case, a volume would be sufficent for inside the building I guess.
Some emiters can also be cull when your getting far for them.
I'm using the remove whatever its called black material with all accept lighting ticked off and the worst lightmap, for all bsp that is not visible while playing ingame.
I'm also using Culldistance volumes to cull the inside bases but I'm sure I can make them more aggressive.
I will see what I can do about the lightmapping, however I'm going away for the weekend so it will have to wait.
Also, I know what should be done with the material used on the bsp under the flag and other places, it should be fixed for beta2. However there's a good chance that I will forget to implement some changes but there will be another beta after beta2 so it's nothing to worry about :P
-- Edited by Thrallala on Friday 6th of November 2009 04:12:07 AM
The pic you posted with the crystal flares... it is very odd, these flares look nothing like that for me. In your picture they look really ugly, I'm gonna have to look into that. I will probably try to make these flares static instead of being lens flares.
I don't know about the brick material either, I think it fits kinda well with it's surrounding objects and stuff. I will try to reduce the bumboffset of these materials and see if it looks better.
+1 for the crystal flares; looks good here
-i like the bricks too....ops....
-100% agree with steves observations bout vctf/ctf choice
-- Edited by Bl!tz on Friday 6th of November 2009 04:35:18 AM
From looking at posts mate Steve is right polish it up and release beta 02, then its just a small step to final.
PS. dont make my mistake and start a variation of the map before you finish. I mean converting to CTF, because you will fix one and then have to fix the other...LOL Hard Lesson.
From looking at posts mate Steve is right polish it up and release beta 02, then its just a small step to final.
PS. dont make my mistake and start a variation of the map before you finish. I mean converting to CTF, because you will fix one and then have to fix the other...LOL Hard Lesson.
If I make this into CTF, there will not be a vCTF version. And as it looks right now, this map will be considered as CTF once Beta2 is released. Due to this, there's a good chance that it will be another week before I can release Beta2.
But hey dude, I just wanted to say that you don't need to make a ctf version just for few folks.
Do what your comfortable with, I don't want to force or put some pressure on you in any way mate ;)
That's not the only reason why I'm doing it. Since I first started this map I wanted it as vCTF, however since I'm quite inexperienced with this gametype it went more and more towards a CTF layout.
However I could use your input in 1 of the weapon placement ideas, the layout of this map kind of resembles the layout used in CTF-FacingWorlds. And if I where to go with that, I would definitely place Sniper Rifles on the balcony of the bases. However I'm not sure if it would cause an imbalance, cause it's a pretty long path to walk between the bases for a flag carrier. And from the balcony you can pretty much shoot anything that isn't inside any of the bases. What do you think?
I'm also thinking about placing a redeemer pickup in the middle of the map where the manta currently is.
-- Edited by Thrallala on Saturday 7th of November 2009 02:30:44 AM
In all greatest CTF maps, the sniper is located very high in front of the building. The avril spot would be the ideal for the sniper. I had the same thought as you.
Still, if you want to balance, put the belt or the KEG in the middle where the manta is. It must be something worthy, the others smallest armors or powerups don't fit well in this layout.
I would put the smallest armors inside the building.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Ok, I've made alot of progress on the map. So far this is what I have done:
Neon Light fixed rotation. Rotating waterfans near flag. Stairs properly aligned against the wall. Converted to CTF. Floating Berserk pickup fixed. Lanterns scale fixed. Made some changes to the background, skyline etc. Currently you can hardly get a look at it though, this will be fixed. Bumpy materials fixed. Item placements, avril removed, weapon lockers removed, sniper correctly placed on the balcony, manta replaced with shield belt, scorpions replaced with stinger and shock rifle. Terrain has been fixed to give some shadows and stuff. Hellbender room has been redone. Spawn rooms have been changed moderately. Sound effects are being added.
*Hellbender Room*
*Skyline*
Stuff left to do:
The middle part is going to be changed abit. I want the new skyline to be visible from some places. Some sound effects is still missing. Blocking volumes for all rock walls, I hate this part so it's gonna have to wait until last :P Music should be changed.
Checking the list of things done, I was hoping to see that realized for the CTF version in the first place. I like everything you mention so far & I was expecting others change you list even if I didn't comments. Next release will be better by far for sure
The visuals are very nice (that include the nice shadows on terrain, the light fixture are scaled properly, etc)
-- Edited by stevelois on Tuesday 10th of November 2009 09:30:17 PM
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Alright, I'm finally finished with the middle part. And I and very happy with the way it turned out!
PS, it was PAIN getting all the blocking volumes done for this part and there is no way in hell I'm going to do any major changes to this area that would require me to delete those blocking volumes.
(Flares are hidden, they are not removed ;) )
(Both pics are taken in the editor which is why the jumppads/sniper rifle/shield belt looks unlit.)
In case you're wondering, Beta2 is close now. All that remains is to add some more sound effects and add some blocking volumes for the rock walls. I expect to have this done tomorrow!
-- Edited by Thrallala on Friday 13th of November 2009 02:37:37 PM
-- Edited by Thrallala on Friday 13th of November 2009 02:38:53 PM
on 2nd one the light effect coming from that hole is just superb*!
*..........even if i HATE visually thoses flat vegetals; they always look like if an elephant have sleep on them :p
....and first pict looks really good too ; good job and good performance to have succed to keep some time for you through the looping greengiant betatesting sessions...hahahaha ;)
-- Edited by Bl!tz on Friday 13th of November 2009 02:51:01 PM
I'm glad you like it even if you hate those foliage meshes :P. Yeah about that greengiant... I'm getting really frustrated with that map.
The author keeps pushing out new betas like every other day and I hardly see any changes. To top it off, he doesn't even say why he won't make certain changes and the toggleable lights staying after 3 betas where I pointed it out is just crazy!
Indeed the foliage texture is ugly, at least, I manage to make it look better in Aly so since you mode advanced than me, you can make it look much better to ;)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Indeed the foliage texture is ugly, at least, I manage to make it look better in Aly so since you mode advanced than me, you can make it look much better to ;)
Emm thats your opinion elder uncle, we didnt think so. Its no offence its always ugly.
hey thrallala just one question: cant you edit your posts? because normally u can and if u use advanced mode u should be abble to edit the name of the thread ; if not just tell it and the first to read will do it for you ;)
ok in fact the forums default setting was "users can edit during 24 h"....lol it s fixed now ; i have edit ur post but i just have paste the beta2 post in so tell me if u can do the job now ;)
Haha yes now that you mention it, I remember that too... must have been a while ago though!
I will let you know once I release the final RC version :)
Bl!tz, thanks! works like it should now. Also, I don't know if it's possible but it would be awesome if there was a way to use screenshot tags so that the pictures don't take up the entire screen unless you click em :P
Diesalot wrote:Emm thats your opinion elder uncle, we didnt think so. Its no offence its always ugly.
Well mate, no offense but you will need a pair of glass... there is a big diff between mine & the stock one even if there not "spectacular" as you may want to. That applies to the vine to which are also damn ugly.
If you have a better way to make them prettier, share please.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Steve, could you suggest a music track for me please? Using Rom_Necris01 now I think but I'm not sure if it fits.
Anyhow, sound effects should be like 95% done now, adjusted volume, range etc.
PP settings have been changed since Beta2
Planning on adding some pipe/mechanical stuff to the cave roof. Will post screenshots of this whenever I've made progress with it.
I've checked through the new content in TitanPack and I'm thinking that I could use some of the foliage stuff found there. Do you guys think it's worth it?
There's an issue with bots using translocator just beneath the flag in the flagroom, I can see why they would want to do that but they take a lot of time before they actually fire the translocator. I'd rather have them not use the translocator if I can't get them to use it faster, any suggestions on how to do this?
Changed color of the grass, also changed it's opacity for more visibility.
I'm currently in progress of manually setting Culldistance of all meshes, I hope this will result in better fps, probably not by much but ever point counts! (I get around 60 constant fps in epic's maps, in this one I get 50-60 inside the bases and 25-50 outside).
Could use some input regarding item placements and bot pathing.
Other than that, there's not that much left to do. Next version will most likely be RC1 and then another RC before going final.
My next map will be a snow themed map (due to the current season) and will be a Domination map. I hope to have it ready for beta release by before Winter is over. Will be named DOM-Rapidity (don't steal that name please ;) )
For the music, personally, since it's based in a cave, I wouldn't put something to fast or with a tempo, you know, something more like DM-Worm, or like I do in Aly by looping few sounds but nothing really "musical", more ambient.
You've done a lot of changes, it will take me some time to test the map & since I'm slow & busy with others things, well, you must be patient.
I'll check it out asap mate, I promise !
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Granted I have even played the map, but regarding using Titan assets... If's only going to be a couple and your map can do with out them, I wouldn't. But if you are going to use enough, then I would as the Titan pack is free, so most people should have it no matter what.
Don't worry Steve, I fully understand. You have your own map that is nearing completion and you should focus on that. Plus I got my other map to work on in case I have to wait for feedback, not yet though :)
PS, I will see what I can do about the music track. Gonna check out DM-Worm, haven't played that one in a while so I can't remember what music he uses there.
@ Odedge, thanks for the input. I think I'm gonna stay away from the titanpack then, would hate it if people who don't have titanpack couldn't run the map because of a few meshes, might be able to import them into my own package though.
-- Edited by Thrallala on Tuesday 17th of November 2009 04:13:19 AM
Hi mate. Very nice map. I notice you used some UT2004 assets. I had the same problem with the materials. The palm trees material trys to tile more than it should and you end up with a little part of texture all around the tree branches. I fixed it by opening in photoshop and cutting out a small part of the alpha channel. If you prefer open IslandHop and copy the fixed material. Make sure its the SE version. Im having missing materials in your map also, but this has happened before and it was only my machine so dont worry about it.