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Post Info TOPIC: VCTF - Inlet Control


Unreal Old Friend

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My first post!

Alright this is my first VCTF map for UT3. It's playable with bots and I'd love some feedback. It's definitely not finished and I'd like to have some feedback on what people think of it.


I realize the water material doesn't show up in game. I'm not sure why but I'll be making my own material in the future so that shouldn't be a problem (even if it is right now).

Updates are on my site at this link (even though I'll update here also): http://bquaal.com/?page_id=18

Hope to hear something from you guys soon! :D

Thanks in advance.


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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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hi quaal

welcome on forum and thx for sharing your work

where are u from ? how did u found the forum? ur name is totally unknown to me

D/L your map; i ll try it tommorow as i have a big betatesting session on program....if i can succed to find some free moments :p


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Monster Hunter

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Welcome to UOF M8! You should go post in the "the old friends" section of the forum so the other members can know you are here. In your post you can just say Hi and as much about yourself as you are comfortable telling. We wont ask you to tell your address, name, and personal stuff. but we would still like to know you a little.

The guys on the forums are all pretty nice (At least during the day lol) so there wont be any problems or anything. Also note that we have a lot of members from many countries so if some english is not written properly or is offending to you please don't think anything of it!

I will find time to try your map out sometime either tonight or tomorrow.

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Connoisseur of Bourbon!

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+1 Welcome to UoF M8! beer.gif
I'll chekkout ya map in the next day or two and will post any feedback here.

With ya water material not showing in-game, make sure you aren't using a 'fallback' material for the water.  fallback materials won't appear on systems that are running with their gfx set to medium or high.(from what I know)

-- Edited by Lord_PorkSword on Monday 25th of January 2010 04:21:55 AM

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crocodile dundee

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Welcome m8 to the UOF forums.

I'll check your map tonight.

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Unreal Old Friend

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Thanks for the quick replies guys. I posted in the "unreal old friends" forum.

I'm excited to hear some feedback. I'm especially interested in flow, weapon/item placements and balance. Aesthetics is welcome too but keep in mind it's not a finished map :)

Thanks again!~

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Drinker of too much beer

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Welcome aboard mate.biggrin
From the screenies it looks good...ill give it a look

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Connoisseur of Bourbon!

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Gave it a shot earlier. thumbsup.gif

Some comments/suggestions for ya:

Personally I think that the layout of the map would very nicely suit the Warfare gametype a lot better than VCTF!
Doing this would get the bots to move around the map more and concentrate the action in the bases as both sides migrate across the map!   Currently parts of the map seemed empty of action while other areas always had bots populating them.

Both pathing seemed OK from the areas you've set it up but you'll need more, especially around one of the flag bases as the bots currently can't get to the upper level and the defense turrents.

It'll be nice to see a version with working water as it was rather distracting with the black water in this version. With the black water it feels like a completly different map. 
The reason why your water is black is cuz you're using a fallback material. Change the water material to the other 'non fallback' optimized material and that should fix your issue. 
With your PP volume you should tone it down quite a bit as the effect is too strong/dark. Maybe half as much.

Performance wise it ran great! beer.gif


Hope that helps M8!

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crocodile dundee

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Same as Lord above posted in part you have a mids hanging object and bot pathing defences seem very strong around the bases I had 7 Bots! I thing 4 would do.

but Proformance was great 150fps averge not bad for GTS 250 (9800GTX+) ROFL!

(Ran map in all different video settings for testing)

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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Bane the Zergling wrote:

Same as Lord above posted in part you have a mids hanging object and bot pathing defences seem very strong around the bases I had 7 Bots! I thing 4 would do.

but Proformance was great 150fps averge not bad for GTS 250 (9800GTX+) ROFL!

(Ran map in all different video settings for testing)

 




hahaha!...biatch!! :p



-- Edited by Bl!tz on Tuesday 26th of January 2010 10:57:56 AM

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crocodile dundee

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Hey wait for my sweet 300 series card when I buy it Bl!tz lol

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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hello

same feeling as Lord Porksword; this map could be more attractive in warfare gametype







(1) lot of floatting meshes (trees & vegetals)

(2) thoses mountains with snow have no brillance and look "washed aspect"

-it s quite hard to know where u are on the map actually and i was lost several time...long monoton way from one base to other; perhaps u can add stuff on the road to help localisation or perhaps can the warfare help you with nodes installation

-the PP is weird in the water and more weird is that it still blurring yer view some seconds even after going out of the water

cant wait to see this level with a decent water;ur forrest is nice and the global feeling of the map is positive and promising....good job mate and thx for sharing :p

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Unreal Old Friend

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Thanks for all the feedback! It's really appreciated (and helpful :D )

I'll be doing some updates today. I won't be able to fix EVERYTHING but I'll see what I can do.

I'll post an update a little bit later :D

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Unreal Old Friend

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Hey all! Okay, so I updated textures, moved trees (there are probably still some floating meshes), changed the Post Processing, deleted the floating meshes above the water and uploaded a new version. (rar)(zip)

I changed the water texture to a non-fallback material but it is still appearing black in game. I think I might make my own water texture haha. What is a "fallback" material anyway? I don't know. I just chose one that didn't have "fallback" in the name. 

I'll need to fix the water fall's texture also. It looks really dark beside the shine of the mountains and the overall brightness around the level.

I'd like some feedback on the new PostProcessing also. What do you guys think? Should the water be a little darker?

A WAR map might be interesting too. I'll keep that in mind. I'd like to finish this as a VCTF then maybe I'll adapt it for WAR after. Thanks for the idea :D

I'll be adding some more textures along the way from base to base so its easier to find your way. Also some more interesting things to see too. I might make the forest a little more dense and maybe add some foliage underwater. We'll see! Check out my website for more pictures and updates.

I also added a link on my website to this forum. It probably wont generate much traffic but if I'm going to be hanging out here then I should probably have a link :D (check the right column)

Screenshots:
screenshot_jan2610_01.jpg

screenshot_jan2610_05.jpg

screenshot_jan2610_13.jpg

screenshot_jan2610_uw2.jpg



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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looks really good mate

lol for ur water material u just have to apply it and to watch through the water to see if it s transparent...just dont keep a material if it dont fit....lot of water materials are transparents

thx for the link on yer webby...i ve add urs on our link page

@steve: srry bro i forgot to add yer link; glad you did it :p

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Unreal Old Friend

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Oh cool thanks :D

So transparent materials can't be used as water?

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yes they should u MUST use a transparent material!

choose one of them and if u arent sure just verify visually via the 3d view of the ed and u ll see it .....if it s not a "transparent" material u just will not see anything under the waterplane...


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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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this one have superb transparence ;)

Material'UN_Liquid.BSP.Materials.M_UN_Liquid_BSP_BlueWater02'

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Unreal Old Friend

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The material I'm using right now is transparent from above and below though (as you can see in the screenshot - taken from the editor).

I'm using the "plane" bsp brush for the water with a material applied. Should I do it a different way? haha

Thanks for your help :)

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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damn i hope it s not my old eyes that are playing with me ....try the material i have told in the previous post i m sure it work i just used it :p.....if u cant get result with this one than htere s a problem but imo there s not....lol

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Unreal Old Friend

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YOU ARE AMAZING.

Alright. New version with your suggested material. Works like a charm! merci merci :D

Version 0.836 (RAR)(ZIP).

(I guess i WAS using a fallback material - I'm just stupid haha)


-- Edited by quaal on Thursday 28th of January 2010 12:40:08 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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euh....yes it s transparent on the screen you have post....i probably dont remember well.....though i m sure some water materials are opaque in the editor.....if this one is translucid under the ed and opaque ingame....well....hm....it s just stupid haha

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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cool :)

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crocodile dundee

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Nice update m8 the water colour and brightness looks great.

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crocodile dundee

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Did you tweek the bot pathing near the red & blue bases.

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Unreal Old Friend

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No I haven't touched the paths yet. I might make a few changes to the base so I don't want to modify the paths too much before I make the changes (just extra work). But I'll definitely remember when it comes time :D

Did you guys try playing a game? Did you find it easy or difficult to get in or out of the base?

I did a play test with my brother and he said getting the flag out of the Red base wasn't very hard. But I found it pretty difficult to get the flag out of the Blue base. Did you guys have the same problems? Or any suggestions or feedback about the balance?

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crocodile dundee

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Yep yesterday pretty easy with have 32 players/bots on mid AI I'll check out you new update.

Report back later.

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Monster Hunter

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the update is well received! Being able to see the water makes a huge difference! Keep it up ;)

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crocodile dundee

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I tryed to play your new update but my UT3 can not find your map under the VCTF game type???

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Unreal Old Friend

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hmm weird. I think it shows up on mine. I'll have to test it in a little bit. Maybe I set up the ini file wrong or just published the wrong map or something.

I'll let you know in a bit :D

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Unreal Old Friend

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Wow I haven't posted in this thread in 4 days! crazy.

Alright I have an exclusive update for you guys (I'll hit 0.90 today so I won't bother doing a full update everywhere else until 0.90 comes out.

Version 0.88 RAR (ZIP)

Bot paths should be better and also you should (hopefully) see a small performance increase. ALSO a minimap so you don't get lost haha.

If it doesn't show up under VCTF again let me know too :D I don't know why it wasn't working but I hope it works now.


-- Edited by quaal on Monday 1st of February 2010 07:33:40 PM

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Unreal Old Friend

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Version 0.90 available now in (RAR) and (ZIP)!
Finally hit beta!!

Let me know what you think about the map. Balance, fun, lighting, textures (be critical if you'd like) :D


Changelist:
- Moved turrets to a more balanced location.
- Textured bases.
- Lit bases.
- Added some foliage in the Red base.
- Added a minimap.
- Added and moved some spawn points.
- Added lights to all the lightpost meshes around the paths.
- Turned off BlockRigidBody on the lightposts (vehicles and hovercraft arne't blocked)
- Redid the bot paths across the entire map.
- Added more medium health pickups around the map.


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Monster Hunter

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Wow you have great video editing skills! the youtube vid was nice! I'll try new version at earliest convenience.

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Damn, that vid is simply amazing dude, you done a great job mixing /synchronizing all that stuff, really impressing vid editing skills :D !!!

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Unreal Old Friend

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haha thanks. Actually most of the timing was pretty easy. it seemed like the music's timing was 1 beat a second so i just set all my clips to 1 or 2 or 3 or something seconds hahaha. :D easy easy. Thanks though :)

Let me know what you think about the map haha

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Connoisseur of Bourbon!

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I haven't tried ver .90 but have tried .88.
Map looks great with working water! beer.gif
.88 plays a lot better than the earlier version. I played with 24 bots which seemed to be a nice player count for this map. There was plenty of action around the edge of the lake which was quite a lotta fun! thumbsup.gif

Only obvious issues is that the spray of the waterfall hitting the water appeared as black squares(I'll check with version .9 sometime soon to see if it's working).

Other thing is that the bots seem to drive the vehicles into the stairs on the red base, then abandon it there. To avoid them doing it check the "blocked for vehicles" option for the pathnodes on the stairs.



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Unreal Old Friend

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LOL yeah i've seen them do that. Okay I'll fix the nodes in the base for that.

The waterfall is still black. It doenst realy change gameplay so I haven't updated it yet. It will be part of version 1.00 :D

That's a lot of bots! 24! haha. I should try it with more bots too :)

Thanks!~

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crocodile dundee

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Finally can try the new version.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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good job mate and srry for late feedback i was buzy on my maps and in RL

 the athmosphere is really more immersive with new color theme and the gameplay is very fun
some obsevations though:

-u have set the music in the wrong way and i wasnt abble to set the volume

-some indications in the bases could be helpfull to know where is the flag...long search to find it first time and as the place isnt central or on top u need to plce some arrows or indications imo

-the fps performance was really limit playable on some places and i found the "blurry effect" too loud for me , it just ruin details and dont really add a lot in an "eyecandy" way....+ it seem to hurt performance

-the bamboos are too deep in the water (especially the foliage) and i think it ll look more "natural" more on the borders of the water(bamboos are habitually just on the limit water/earth not in the water)

thx for ur work ;)




-- Edited by Bl!tz on Thursday 4th of February 2010 02:59:34 AM

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Unreal Old Friend

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Thanks guys :D
I'll fix up what you said. I agree with it all :)
This week I'll post up a new version if I have time (or else it will be next week sometime).

Today I started working on my next map. Hopefully tomorrow I'll have a really early version available to look at. I'm going to see if I can finish it in a week (by Sunday). It might be tough hahaha.

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crocodile dundee

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Nice update m8 just a few problems with the bot pathing some tweeking might be great.

Plus the issues with being under the water you can not lift your head up and fire your weapon when being attack.

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Unreal Old Friend

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Alright cool thanks :)

Should you be able to fight back when you're underwater? ;) My suggestion would be to avoid finding yourself underwater to begin with buahaha. Or at least be stealthy about it :D

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Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)


its me .. i'm back

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Quaal, if someone hasn't said something already, i think you need to archive your files, i realize it might be cooked but if you use .rar compression you can compress them even further, someone like me on wireless broadband needs every little bit. wink.gif


Any way, i'll BBL with some input.

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#uck the laser pointer ..  I use a stinger mini-gun .......

The Offspring - Days go by

Sublime - Same Old Situation

 





Connoisseur of Bourbon!

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1xTrEmE wrote:

Quaal, if someone hasn't said something already, i think you need to archive your files, i realize it might be cooked but if you use .rar compression you can compress them even further, someone like me on wireless broadband needs every little bit. wink.gif


Any way, i'll BBL with some input.



Yeah a good idea that!  Use Winrar or 7Zip to compress ya maps M8! thumbsup.gif

 



-- Edited by Lord_PorkSword on Friday 26th of February 2010 05:28:20 AM

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Unreal Old Friend

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quaal wrote:

Version 0.90 available now in (RAR) and (ZIP)!



1x and Lord Porksword, download this version insead. I realize I was pretty stupid uploading the ut3 file (i dont even think it was cooked. It was my first time hahaha) I WAS A VIRGIN BACK THEN.

 

anyway yea, check out version 0.90 instead haha



__________________

Motivation is tangible.

Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)


its me .. i'm back

Status: Offline
Posts: 1059
Date:
Permalink  
 

OK then i'll check out the latest and BBL with a report.

Funny thing as a sidebar; with maps built entirely of stock assets & content cooking can increase size ..
((learned this a while back))

Go figure.

__________________

#uck the laser pointer ..  I use a stinger mini-gun .......

The Offspring - Days go by

Sublime - Same Old Situation

 



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