Actually, I would remove the fog actor and try to put a fog ring instead to softer the border line between the sky and the water. But I don't know how do that, is there somebody who have an idea?
edit : I just find a way to do that ;)
-- Edited by NOVA on Monday 14th of December 2009 06:20:56 PM
No, it's realtime reflexion, with the scene capture actor. As you can see on the pics, the ship on the sky is moving and you can see it's reflect on the water ;)
It's seems it not cost enough (I don't really have notice a drop frame rate). I have use a render to texture to only 256x256 size, and the realtime reflection don't reflect stuff like shadow, pp, dynamic light, so it's seems to be ok to use. Anyway, it's need more test to be sure.
....???? WTF ? whot happened ? can we help ? what is dead bro?
water real time reflexion killed your Pc?.....wow....finally it impact performance in an original and unexpected way!....ops srry was easy stupid joke....cant control me....:p
-- Edited by Bl!tz on Tuesday 15th of December 2009 07:07:58 PM
It's looks like with 16 bots max on the map, there is not significant drop down of the frame rate, just tell me if it's run smooth for you, and if you have other suggestions regarding the item placement and other stuffs ;)
I have remove the berserk and the redeemer, to don't over powered the map.
-- Edited by NOVA on Tuesday 15th of December 2009 07:49:38 PM
-the space ship sequency with reflexions -fps largely up to 100 all time long and even with the eyes on water reflexions -the superhealth area -the athmosphere: global sounds & coherence of the map -the z axe action, the gameplay and the item placement -to be abble to walk around the spaceship; to jump on the side of the water wheel and to walk rocks around the platform; always nice to not been blocked ;)
what i like less:
-i tryed to imagine where was hidden the sun but i wasnt abble to find the answer -the music gives a nice beat to the game but the theme become fast repetitive and quite boring -the sound of the water fall isnt enoug "loud/low/heavy" at the bottom of the "waterfall"the setting of the volume is ok but such a mass of water falling close to you generate a heavy sound (u can use earthquake or some thunder sounds) -the bot get stuck in the center of the map trying to climb or to walldodge the two barrels (one stand and one is leaving on the floor) - less contrasts had not be enough and just a little more had be welcome imo
about the sun i dunno why but such a map with mega bsp part with a sun through it (with more contrasts on the wall and a horizontal sun light/coucher de soleil) could be a pure kill....and i dont talk bout the sun reflexion on the water.....owwwwwwwwwww.....ops....
nice map mate ;a pure keeper even at beta8c stage keep it up :)
-- Edited by Bl!tz on Tuesday 15th of December 2009 10:54:56 PM
I agree with all your complaints, I will fix that quickly ;)
I think a cool lensflare for the sun will be cool.
as for the music, it's was just for me, to push me during my test lol, I have forget to remove it ! I hope have the time to create one just for this map ;)
Gave this a quick try b4 work this morning! I only realized part way through the match that I must have played an earlier version a while back! Map is good M8! I'll be playing with my sone so we'll be playing this and the waverider map tonight! Nice flow, visuals and the water does look pretty nice! Personally I couldn't fault anything! (however my eye isn't as keen as the others here) Admittidly I didn't have sound on while playing so I can't comment on the soundscape atm.
It as greatlty improve since b4 :) I'm at work now so I don't have the pics but I'll try to point out some small things I can write :
- You can pass trough the fence near the bio. Bots where hiding / stuck there. - Near the bio again, Bots where jumping at the same spot trying to reach the upper level by jumping on the barils. - I didn't here sounds around most of the machines or maybe the volume is to low ? There is one machine near the RL weapon base that use the underwater sound, which don't fit imo. - The waterfall need to had some low level sound at the lower level. There is one that would fit perfectly & I use it in Aly in case you want to add it. - Sounds need to be improve because it sound the same everywhere. There is nothing that make the map sound different when going from piont "a" to point "b". - The jumpad that lead you to the belt is floating. - The twisted cable on the ground near the small armor is imo to big & should be downscaled. It look like in the way. - The lift near the flak that lead you to the shock doesn't have sounds. At least not audible on my rig. The lift look need more polishing also. - Where your going out of the play area on rocks on the shore & you get kill, you fall underwater & see all the lower part of the map. I don't know what you can do about it except addin BV to prevent the player to go to far the play area which anyway isn't good for flow. - The moving ship is passing so fast you barely see it. Don't know but if you had take the time to do all this kismet work, I would make the ship apperance more obvious & more far away to the play area & also lower so it's in your face when your looking at the sea. - I notice some places when there are support beams around the doors entrance / exit that need polishing. It miss some mesh in the corners.
For the gameplay / flow aspect, it's well balanced so no need to add something.
It's a very nice improvement overall my cousin. Keep up the good work :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
wifey":WOW....the sea is beautifull" daughter after 2 dm:"dad where the music volume button?nice spaceship" son after2.5 dm:i had to evacuate him from the computer he was going crazy to not be abble to send his "teleporter" around the map..."it s beautifull but i want to go out on the rocks"...never seen him so angry...was lethaly funny
wifey":WOW....the sea is beautifull" daughter after 2 dm:"dad where the music volume button?nice spaceship" son after2.5 dm:i had to evacuate him from the computer he was going crazy to not be abble to send his "teleporter" around the map..."it s beautifull but i want to go out on the rocks"...never seen him so angry...was lethaly funny
I suppose those all mean that they like the map. ;)
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."
Bl!tz wrote:daughter after 2 dm:"dad where the music volume button?nice spaceship"
son after2.5 dm:i had to evacuate him from the computer he was going crazy to not be abble to send his "teleporter" around the map..."it s beautifull but i want to go out on the rocks"...never seen him so angry...was lethaly funny
I was wondering where did you take the yellow stripes I see on the floors ? I always like those kind of "construction or restricted" access material & I never find them in-game.
It would fit in my Citius map so can you please tell me where they coming from ?
THX
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Yep ! (diffuse, spec, normal) I will send you my own set of textures to create this matérial, and also some other stripe warning texture I have so you can make yours if you want ;)