Found out about this site from Stevelois, whose feedback has been a big help to my mapping. I'm 32 years old (born in 1977) and a long time member of the Unreal community. I've been mapping since the first Unreal, though I have not released a lot of maps. I tend to work on my maps a little at a time spread over many months.
My latest map is DM-HardFall. It is nearly final. I just want to do some quick online testing before releasing it. If anyone is interesting in hosting a quick game, let me know. I use the term "game" loosely. I mainly want to watch another player trigger some minor kismet events to verify that they come across correctly to other players.
Thanks for having me on your site.
- Jesse
-- Edited by SuperAlgae on Wednesday 28th of April 2010 05:30:44 AM
My son and I checked that map out a few months back and it was a hell of a lotta fun! I don't check the BU forums regularly, so I was glad I did notice ya map there! You captured the feeling of being on a rooftop garden perfectly and I can't think of any map that is similar to yours so good job on that! Visuals are superb and I don't think I had bot issues from what I remember. I'll have to checkout the latest version sometime soon!
yooo....hardfall RC3 is installed on our server for online testing make sure to have it on yer HD before joining the server because i m not gonna build redirect on a RC...(will do for final if required though ;)...)
yooo....hardfall RC3 is installed on our server for online testing make sure to have it on yer HD before joining the server because i m not gonna build redirect on a RC...(will do for final if required though ;)...)
yooo....hardfall RC3 is installed on our server for online testing make sure to have it on yer HD before joining the server because i m not gonna build redirect on a RC...(will do for final if required though ;)...)
Thanks Bl!tz! I connected to that server and found out that some of my Kismet is not working. In particular, the powerup indicator lights are making the switching sound as expected, but they are not lighting up (via a kismet material vector parameter). Also, the traffic (on the street below) is not moving. I'll have to look into it. Aside from that, some of the kismet that depends on player speed is glitchy due overseas lag, but that's to be expected.
i ll try to connect and to have some games on it bro but i have only one valid arm since 2 weeks and for one week more , haha not easy to test ( but at least i ll tell ya if i have the traffic freezed too on the bottom level with a normal ping) my children played a couple of games on it today offline; pure kill map ....we can feel the sun on oua skins so it looks reallistic :p
My guess is that the stopped traffic is not due to lag. It might be because I made that kismet client-only (since it is not related to gameplay). The more surprising issue is that the powerup indicators are not lighting up even though they are making sound.
The main issue I saw that seems related to lag is the big jump from the radio building that goes all the way across the level and lands in the pool on the far side of the garden building. I have kismet that detects when a player enters the water at high speed, and it plays a louder splash sound when that happens. With lag, it sometimes works and sometimes does not, which most people would probably never notice anyway.
Played your map, SuperAlgae. Found some minor things I would have done differently, probably mostly personal.
1. The music, for me. Music in UT3 maps is supposed to like get me going, to motivate me to kill some bots! the track you're using feels pretty boring and slow imo :P
2. Elevator, why does the elevator first go down a bit before going up?
3. I found the wind sounds to be a bit loud, it's kinda distracting.
4. The layout feels rather flat to me and there could be a little more variation to the color of the map (it's pretty much all gray, while the outdoor parts probably has to be grayish. The indoor parts doesn't)
Other than that, I like it. The clean look of the map makes it feel very unique. I can only imagine how much time it took to align the textures and to add all those trims
BTW, thanks to Lord PorkSword and Rulaman for your comments as well. It's always good to know that the style and gameplay of the map are working as planned.