Map name: Aly Game type: DM / TDM Version: 1.0 Players: 2 - 6 Requirements: UT3 + patch 2.1 + Titan Pack Released: 9 December 2009 Homepage
Story / Histoire:
Long ago, the inhabitants of this quiet & serene place mysteriously disappeared ? The subsequent population reconstruct through the remaining architectures. However, this population also disappeared leaving no clue, no message, no trace ? Nobody has any answer, it suggests that all these people were kidnapped by a unknown higher power, Aliens perhaps ? Welcome to Aly ...
Il y a très longtemps, les habitants de ce lieu tranquille & serein sont mystérieusement disparus ? La population subséquente a reconstruit au travers des architectures en place. Néanmoins, cette population à elle aussi disparue ne laissant aucun indice, aucun message, aucune trace ? Personne n'a de réponse, c'est à croire que toutes ces personnes ont été enlevées pas une force supérieure inconnue, par des Aliens peut-être ? Bienvenue à Aly...
Copy the USERDATA.JAM file to a data card and insert that into the PS3 console.
What as been done for final 1.0:
- Add blocking volume outside the RL building first floor so when player pass on the narrow mesh they don't hang on the mesh on the wall. - Polished the hole on the first floor in the RL building. I forget that in RC1. - Tweak the blocking volume in the RL building ground level so now you can hide behind the empty baskets. - Add few trims here & there. - I've been able to replace the stock wood material with mine on all assets where the stock one didn't look good. - I notice some leafs passing trough the rocks when you pass in the narrow corridor to reach the Sniper weapon base. It's fixed. - Adjust the small waterfall sounds a bit near the Shock weapon base. - Adjust water volume velocity of the Udamage pool. - Tweak path nodes around the Udamage pool so bots have less difficulties to get out from the pool. - Tweak all the post precessing volume & physic volume for the non playable area. - Optimize the map a bit not only about proper material but also by culling some mesh. - Lot's of little things here & there not worth mentioning.
Comments:
This is my third map. Since the 2 previous one as took me months to build, I wanted to make a simple & nice atmospheric map with just a bit of deco. No complicated mesh work & such, just the minimum to make it look, sound & feel pleasing. I'm getting a minimum of 75 FPS playing against 3 bots with my rig in 1680x1050 everything set to max.
OCZ 600 Watt Asus P5N-D (NF750i) Intel Core 2 Duo E8400 (3.0 GHz/1333/6M) 4 GB OCZ Reaper (DDR2 800 Mhz CAS 3.4.4.15) Saphire Radeon HD4870 1 GB with Catalyst 9.10 Segeate 500 GB 32 MB WinXP SP3 with all latest updates
Credits:
Consult the included text file.
-- Edited by stevelois on Wednesday 24th of March 2010 04:36:27 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
well...nothing to add to my post on Epics.....ah yes for the music...i feel more abble to balance the athmosphere of a map without music but u re right it s a nice add and sometimes i miss nice ones...
was a big miss here but now each time i play the map i feel cool .....so coool....that all my hands mooves alone from the keyboard in a slow and peacefull dance....even my butt is suddently unpaste from my chair and...wait...but.... I FLY....i m a bird ....TAI chiiiiiiii !...here i am !.....:p
the old monkey has just too mush chase the dragon I think rofl !!
I just try the final, alway crash, I get that stupid "runtime error" from visual c++ runtime library... I have the latest patch from microsoft visual, and sp2 installed on my old xp 32, i don't know why I have this trouble on certain map...
I'm very frustrated to not be able to play this one, looks so nice, damn :(
Well, after the explanations of Lord, this map won't fit in GRD mode since it's to small & placing both flag side by side is rather dull in such a small map.
He's supposed to get back on suggestions for GRD-Nano but I didn't get an answer yet...
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I don't think ALY will fit Greed though, It's a little too small for that. However, I do think Nano would be good for Greed. It's big enough, and one of my all time fav maps. Besides the really long loading on my PC, but with my PC that is to be expected!
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."
Yep, heighfog & lighting will be my biggest prob to work on.
Sounds, sky material are done. I also add some nice looking barrels & work with another type of fog which is a multi-volume type fog, it's quite nice. I'm planning to add torchs with flickering lights to replace the actual lanterns. All progress will be posted on my homepage & I'll publish a pre-final here to have your thoughts on it before posting the final.
For Greed,
I never been a big fan of Greed but did some quick matches on some map this week & TBH, I like it more than my first matches back in the UT2004 day's.
I found 2 spots that I think could be good for the conduits without changing anything of the actual layout & pickup placement. Still, I would like to have others GRD players opinion on that...
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
This is a really well layed out map. I like how it flows and all the areas you can jump back and forth on. The only complaints I have is that there are too many medium sized health packs and the lighting seems a little unbelievable.
One part I noticed in particular was where the Flak cannon is located with the two medium health packs right beside it. I was able to hold that position against 10 bots for about 15 kills (and I'm not even that good) :D I tried playing with 4 bots and 10 bots to test out a higher number of players - both were a lot of fun (though a little bit crazy with 10 bots) hahaha.
It's a nice map though I enjoyed it quite a bit. Great size. Nice work :D
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
Playing with 10 bots on that map your sick LOL You must play with low level bots because with 4 skillful or more intelligent AI, you won't camp there very long. I play at skillful or adept level, playing higher level than that, they just frustrate me lol
The 50 health near the flak is looking maybe a lot but in the other hand, your exposed to a lot of hitscan weapon, specially the shock combo just in front of you & the stinger.
Same thing for the 2 other medium health on the upper level, your between the sniper, singer & RL so since there are well exposed, it's even more dangerous to collect.
Lighting was very hard to do from this layout. I wanted to make something nice & pleasing, like more mystical 7 natural than realistic, after all it's Unreal lol
The night version will include flickering torchs all over the place. I'm replacing all the lanterns with torchs. It's a bit hard on FPS since I made several matinee sequence to obtain a realistic lighting scheme and those are all dynamic lights.
But anyway, I'm happy you like it :)
THX for posting :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I tried playing on adept... it was a lot harder than I expected hahaha. I really like the map in any case though. It's a lot of fun and really nice to look at.
I'm excited for the night version :)
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
+1....especially the flickering things :p......KILL ALL THOSES UGGLY LANTERNS!....finally!!...nice idea bro , i m sure it ll add a lot to the athmosphere ;)
Well folks, I'm happy your having some goof frag fest out of that map LOL :p
To date, I add a lot of night sounds (crickets, frog, night birds) all around the map. The atmosphere is completely different from the day version. Each torch as there own fire sound. I also use 3 types of fire sound depending of the fire emitter I use. Also have emitter with & without smoke depending on the type of surface the fire sit on. Also use 6 colors (mix of yellow / orange) to add a bit of variation. I can't use redish colors because the brick is already red so it doesn't look good (no contrast).
@blitz, I know you don't like the Necris lanterns but it was my best option staying with stock stuff. You will see by yourself that even with the torchs, it wouldn't fit at all the day theme ;)
UOF dudes will be the first to play on it :D
All info on my homepage ;)
-- Edited by stevelois on Sunday 31st of January 2010 03:51:44 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
that s why i start all my maps on day theme and end them on night...dunno why i have the feeling that the result on lighting & contrast kick more arses on night maps....the day lighting often give me a feeling of sad & washed colors & poor contrasts....personnal feeling of course :p
Yeah, I think that night theme bring more contrast since the sky is supposed to be dark & the surfaces to be lighted.
I'm using a completely approach with this map. Station12 was also a night theme but since my knowledge as much improved, now I can have more pleasing results without using 999999 point lights LOL
Aly is my real introduction to skylights / directional lights & it's quite challenging ! And now another first, toggable lights in the night theme :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
haha I'll need to work on that also. I've found you can achieve some pretty amazing ambient feelings of time (lighting) with Post Processing though also. In my map it's almost all done with PP instead of lights all around (maybe I'm just lazy though :D)
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
I think i have 5 directional lights. I finished my scene before doing any adjustments though. Fixed up my directional lights then added PP to enhance the scene - because some people might not have PP turned on.. and you still want your map to look its best even at low settings ;)
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
TBH, even if you do your best to make your level looking good in low settings, it's just don't look right anyway so I don't bother to make my map look good at low level settings.
I do check my map at low, med & high settings to be sure everything is normal but I don't waste my time to perfect my map on low resolution when I personally play at max visuals. I do my maps for me for the start so it must be pleasing on my rig but if can make it look descent at low settings after without loosing to much time, it's fine.
Some players do activate dof, blur & pp effects but choose low level textures & lighting, in that case my map with look descent but you can't make your level based on what "low settings" does actually meant for the general player ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Scary. No, my computer is stone age compared to yours probably. I have a ATI HD 3650 1gb on my 2.26ghz laptop :D Maybe I'll need to change my settings to play your new map hahaha.
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
Well, with the day version, I'm getting a minimum of 75 FPS & now ±50 FPS across the map against 3 adept bots.
But my rig is not the fastest, lot's of dudes here have more powerful rig than mine.
I hope it would play nicely none the less on your laptop to at least get 30 FPS ! Thinking about it, how many FPS do you get in average on your laptop ???
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Um I don't remember what it was on your map. It was probably in the 30-40's though. I don't really mind the frame rate being lower since I usually just play for fun. It's nice to look at something pretty haha.
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Motivation is tangible.
Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)
Well, the 50 FPS I have is with my old GF9800 GT because with my Radeon 4870 it's much better, it's just that I had to uninstall it & I use my GF temporary.
But 30-40... dude... your just at the limit LOL
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
But be advise (speaking at large) I won't change nothing about the gameplay / flow of the map. I like it that way
I made good progress since yesterday. I update my homepage accordingly
Night version is coming along very nicely I must say !
I wasn't suggesting you should change anything. I just wanted to test out what quaal meant about the flak area. I'm also glad the night version is coming along so nicely. All we need now is a DL lol
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."