I am glad you took care of the skulls in Greed and do agree that the map has the same "feel/look" as CTF-Stratus.
For what it's worth, my framerate was very solid, basically maxed at 62 (iirc).
The one thing I would mentioned is that it seemed to need some slight distance fog. Partly because I seem to require this in all maps (plus I live near the ocean, so I am used to fog) and with all of that "water" surrounding the map, it should be a bit "foggy".
I will give the RC1 version a proper test and will have my feedback by Sunday night.
Fog as been painfull in this map, I've tired even using 2 of them (like in Amissa) but after many attempts, this is how I like it the most. It was more dense before. Still, I set the distance from "2048" to "0". It's subtle but better than nothing.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
A most excellent map sir and my hat off to you for this one!
I didn't think you could top your last CTF map but you've proven me wrong with this masterpiece of meshing, layout and pure fun!
Didn't play with my son as he made some bad choices about his behaviour so we'll give it a shot in a day or two!
First off.... a big thanx for allowing me to get to the Deemer without the use of a mutator. I really like how you've done it as well. That green on the supports makes it standout quite nicely to attract attention to it!
I'm happy to report that I saw bots using the upper right corridor(where the shock rifle pickup is) more this time. The bots(adept) played very nicely and it was quite a nice challenge that wasn't impossible to get flag caps! The opposing team never scored but they did get very close on atleast 3 occasions.(within 20 meters of their flag base)
Now if you don't win a few fans with this map then there's seriously something wrong with the community M8!
Now 2 issues 4 ya!
I think you have already found this one:
2nd thing is some peeps might have fun with their framerate. Below is the slowest part of the map for me (with 15 Adept bots):
For me it's no probs cuz 61 is still a very nice framerate! FYI the map averaged around 110fps for myself. Generally it was between 90-190+.
Honestly I'd like to say don't remove anything and tell peeps on slower machines not to take this route M8! lolz
I didn't notice any other issues, but then again I wasn't really looking as I was dazzled by the amount of detail you've put in!
...now it's time to play some greed!
EDIT: At first I was worried about greed on this map but after a minute or two things kicked up a nice notch and the action started flowing.
I played with 20 combatants on Adept and had many occasions where I'd run into a wall of about 6 blue bots charging at me. Was hell of a blast!
Bots played Greed rather well with both teams scoring regularly throughout the match!(20 minutes)
-- Edited by Lord_PorkSword on Sunday 16th of October 2011 09:14:37 AM
Well, I don't intent to remove anything so players with old pc's may complain but it's their problem after all that time I've spended in the optimization part.
Indeed, the medium health issue is fixed.
The new platform to the redeemer was added at the last minute. I've choose the red arrow since it's a neutral color that both team can refer to. I played a match in GRD with 32 players, it was a blast & FPS was as good as with 20 players, so this is great :D
But for greed, I didn't saw skulls reappear at the middle of the map when they fall into the sea so I'm wondering if my kismet setup is working ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
yo steve, i m not a fan of CTF but hell this one is fun to play bots are excellent and use very well the zaxe, i played it with the dodge jump mutator and the only way where i found em "stuck" was when i was jumping here
for the rest i didnt find anything to say about the gameplay, fun and original with lot of mooves n jumps...nice job
on the visual side i m impressed too, ur last maps are more epured and less overmeshed imho, and the result here is another masterpiece, ur meshing & texturing are top notch and the lighting on all that is perfect, dark and full of contrasts
the music is superb and fits like a glove and this nighty sky add the cherry on the cake...pure UT athmosphere
thx brotha for this nice map, i m gonna play more CTF for sure
compliments from my son , he like a lot ur strong jumppads and ur "vapor" effects
Hé hé, super, I'm more than happy from all the very positive comments so far
Yeah, I notice that bots tend to stay there sometime, since a very long time, I mean before I duplicate the red side. Sometime, they just suicide, sometime they translocate & sometime they stay there & meditate & look at you LOL
I never figure why they act like that. I might add a translocator actor near the RL hoping they will use it in CTF but will stay as incoherent in GRD
THX for the kind compiments blitzy
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Like others have mentioned, this map really shows your talent and dedication to making a high quality map. I really like the theme of the map and you have pulled off another great example of how to mesh a map.
The sky box and water are very cool and you have to risk dieing to really appreciate them. The sounds were excellent as you always hear something and no sound cut off too quickly.
I also like the layout of this map (as with Fatima <sp>) as it's not so linear of a CTF layout. This makes it very fun for Greed, which is how I will be enjoying the map!
I have said it before, but it's worth repeating, I have great respect for your skills and your commitment to getting the most out of your maps.
Regarding your motivation to map for UT 3, if your still motivated to map, find a way to keep mapping. At times, it seems you might over load yourself with how many maps you are currently working on.
But if UT 3 doesn't motivate you and UDK does, try to use that. If anything, stick with it, but maybe do a little less, but be consistent with it.
I have gone through long periods of time when I didn't map and now I wish I stayed with it more consistently as I do seem to always get the "itch" to create levels. Luckily with UT 3 and your guys involvement, I have been able to do this.
THX Odedge for the kind words, I greatly appreciate.
Your a man of your words (if it's the proper way of saying?) because you did provide your feedback tonight as you mentioned & this is great. I'll check your feedback & will look into it this week.
When I design a CTF, I take into account DM elements, so that is why my CTF maps don't use a typical linear layout which is an important part of my goal.
My problem with mapping is that I spend to much time on the details & I get bored after a while. It's the reason why I like simple map like DM-Itarion so it won't take me 8 months to finish (I hope lol). I'll see what I'll do after all those WIP's are done. Don't worry, I retain your advice about being constant.
Going to bed now, enjoy the GRD bud :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I can't help but feel in awe of the amount of work you've put into this map and the whole enterprise. These last few months I've seen some amazing work and the bulk has come form you. I hope you stay with it but I understand wanting to expand your horizons with the newer editor.
Yeah, mapping take a lot of my time and in the end, I'm happy that some players, as you & the UOF mates appreciate it :) I always try to get the best of my levels & I think that is why players like my mapping style, well I think lol
I need to finish my DM asap. I'll check Odedge & your observations asap :)
After my 4 WIP maps, I dunno what I'll do. I have nothing else sitting on my hdd but who knows.
THX for all bud :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
A note that I've check all points in your PDF feedback so when I'll upload RC2, if there is any change, know that I have my reasons not to apply your suggestions, specially stuff regarding gameplay. You provided awesome feedback so I must say a big THX you for your time, I really appreciate
I presume I'll be able to upload RC2 this week or the next one. I want to release the map shortly, like at the beginning of December, part of a map pack or not.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Finally, I stay at home today, leaving me the time to finish it & upload RC2 a bit later.
This is the last release before the final which I honestly see this version as the final because everything that could had been done with my current knowledge as been done.
Unless a serious issue, the final will be the same as RC2.
Enjoy & THX all for your precious help !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Played a round of greed and I was trying not to be "picky", but just to see if I would notice something while playing.
The only "picky" thing I will mention is some of the glass floors don't have proper foot step sounds, not a big issue though.
I guess I lied because I finally found the Udamage area. Iirc, the bottom emitter for each teleporter (inside the normal map) is a yellowish color, with a red or blue smokey emitter. Would be nice if the colors matched for the red one. I think the blue one matches?
A part of me thinks you shouldn't be able to teleport to the other teams base, but that's way too much work than it's worth.
I didn't check the editor, but do you have a teleporation setup that's only around each flag base and only teleports people with skulls? I like the concept, but wonder if should be included around the entire map. Skulls are a precious thing to lose.
Other than that, it looks like the map is ready to be played. Excellent work my friend.
About the teleporter, both emitter are using a yellow color at the bottom while the top emitter use the team color. Making the bottom emitters red or blue would lack contrast & I like when the energy source is glowing whitish / yellowish.
About glass, the only spot where the glass don't sound like glass is near the sniper, on the top part of the map between the sniper & the lift. I really don't know why because the glass material use the glass sound & I also forced the glass sound on the meshes but still sound like terrain ??? I thought I put a BV there & forgot to adjust the sound but there isn'y any so I dunno why it doesn't sound like glass. It also bug me but couldn't figure it out. Notice that all the place you see glass is supposed to sound like glass. Sounds are very important to me so if you found other spots than the one I mention, plz let me know
I may surprise you that teleporting from the red base to the blue base is as long as running on the ground. In fact, you must travel more to get to the teleporter, specially in GRD since in CTF, you can translocate in a fraction of time so teleporter aren't necessary, it just add a gameplay element & I like that twist
Well, there are various trigervolume above the sea around each base to teleport skulls in the middle of the map, on the platform waterfall. They cover the entire see area. I followed your tutorial & add nothing more. I don't understand what else you want to add
THX again bud
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I've decided to upload it & share the final with you my OUF friends before anyone else
My official release will be december 1st on my site, Epic & Mapraider.
For the final, I've fix all issues related to the glass sound everywhere & fix / add collisions / BV in the belt corridor on both side + other minors things.
Enjoy my 2 years old project. I'm done at last
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
As I said before on the Epic Games Forums, I do really like this map! It doesn't take many words to explain why! This map looks awesome, makes a **** load of fun to play and the ambience is marvellous! All I can say about this one...HOME SWEET HOME! Thank you for your work and time! Always a pleasure to enjoy such kind of art!
He he, THX for the sWeEt word bud, I really appreciate you take the time to register here & leave a very kind comment :D
I'm pleased this baby is well appreciate by some players, after all this time working on it.
Maybe I'll make another CTF but it will be quite simple & small like 2on2 or something like that. I have an idea "floating" in my head since some weeks but don't have the motivation to realize it in the editor. 1 day maybe ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
That's what I love to do! Just to be myself! You can be proud of yourself, because so far everyone liked your map/s! I believe it will be the same thing in the future, because things getting better and better, aye. Keep it up, mate!
Simple looking maps can be a lot of fun as well, e.g. the HOLP map packs contain several maps of this kind. And the simple of style of the first UT is still a huge load of fun, in my opinion!
Finally got around to play this map, definitely one of your finest work Steve.
The map is huge! lots of different paths to take the flag, a secret Udmg location behind the waterfall in the middle :D found it by accidently translocation to one of the teleporters. nice touch :)
Skydome looks wonderful, a great touch is the planet far away shining through the windows producing subtle light beams. Very nice!
Lighting is also very well done aswell as meshing (must have taken lots and lots of time in the editor to get that meshing+bsp together, and it shows, it sure does)
Top notch work as always Steve, can't praise this map enough :)
Indeed, while the layout & BSP was made in less than a month, the meshing took me around 1.5 year to complete ! In the end, it took more than 1 hr to perform a full rebuild, it was insane lol.
I'm proud of this map, it's one of my best work but damn, I must say I'm a veeeeeeeeeeeery patient guy It's cool that everyone like it so far
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Water filtration plant? Looks like this may have been taken over by the Necris at some point.;) I like all the custom textures/meshes, lighting, skybox, stairs, outside crags and good music track (was this in one of the "Matrix" movies?). This one has good weapon/item placement and I like all the choices for routes and teleporters. The bots could be better in here though.
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