yo seb; the map is fantastic in 1v1 and is perfectly sized for that; i had lot of pleasure to kick the butt of adept bot and i ll try to set the bot on higher skill next time some comments: -top AI around the doors -top visuals -top botpathing all around the map -top mooves on the whole map -top settings on lifts;jumppad & doors -all the audio part is cool and i like the "custom" adds -the jumpad leading to the lift gives nice flow to the action for human players -full stress all along the game even with a ...bot -lot of speed ways to escape the action to grab some health -nice disposition of all items -the sky is....awwwwwwwwwwwwwwwwesome ............................................ -the sea have too fast moovement imo; looks more like a river moove....lol...if it s a river forget that comment of course :p -during the two games the bot have NEVER collect the helmett
congratz for that other "kickinzebuttmap"; direct in my fav list and i ll install on server a soon as final; exactly the kind of map why i m a UT addict...thx bro, solid job
yeah excellent map for duels,nice visual and gameplay but you should just put blocking volume on the walls in the top of the map(sniper place), and one little thing, the sound "humillation"becomes a bit monotonous if die much, you should repeat every 5 deaths( killing sprees, dominating, godlike, etc)
the sea have too fast moovement imo; looks more like a river moove....lol...if it s a river forget that comment of course :p
it's the stixx river ! lol I will try to reduce a bit that.
-during the two games the bot have NEVER collect the helmett
they collecte it when I play...
congratz for that other "kickinzebuttmap"; direct in my fav list and i ll install on server a soon as final; exactly the kind of map why i m a UT addict...thx bro, solid job
yeah excellent map for duels,nice visual and gameplay but you should just put blocking volume on the walls in the top of the map(sniper place),
I have forget that ! I 'll fix it ;)
and one little thing, the sound "humillation"becomes a bit monotonous if die much, you should repeat every 5 deaths( killing sprees, dominating, godlike, etc)
When you are outside, the BV make you see the map a bit to hight so you see the roof (unlit material) near the helmet. See yellow arrow.
For the green arrow, it would be better if the rocks at the bottom as collision set to block all because when you fall, you pass trough them. It look weird & shows the bottom BSP of the stucture.
The yellow square is only a suggestion to open up the wall so you can see if there is someone on the other side where is the lift. I thought that a simple opening with the grid material on bot side would be cool.
As for the rest,
- I still think the river move to fast. - All materials would look nicer if you add some detail normal map to them aside the default normal map texture.
That's it for me
I like all the rest of the map so I don't need to comment on all aspects. At least, you know that I really like it & my last suggestions are only small details
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
visual is excellent, perhaps the glasses are a bit opaque. in a matter of gameplay I think that is a bit unbalanced the area of the sniper, because from there you can dominate the entire map, and this area only have one way up, would be great if the other elevator also could climb to higher ground too(I say this because i was playing against my brother about 4 matches and if you control this area, you win the game) but also understand it's a remake, and maybe is the same layout than the original map,anyways very fun map, i still playing with my brother there
in a matter of gameplay I think that is a bit unbalanced the area of the sniper, because from there you can dominate the entire map, and this area only have one way up, would be great if the other elevator also could climb to higher ground too(I say this because i was playing against my brother about 4 matches and if you control this area, you win the game) but also understand it's a remake, and maybe is the same layout than the original map,anyways very fun map, i still playing with my brother there
You're right here,
difficult to give access to sniper spot with the second lift, but I will try to add another way for that.
PD:i hope that you can understand my bad english.
np dude and thx for your advises ;)
@ Steve :
I have also change the stock jumpad by a custom one :
stevelois wrote:Can you also do the same for all materials (by adding a detail normal map) ? It will be better for sure ;) maybe, but, What kind of "details" exactly ? and what materials?
i like all but; like always some observations: -agree with zaibot on the sniper spot; perhaps can u allow liftjump on the highest lift(i havent find the way to do it so i bet u ve add some bv there :-p -i dont like thoses BV before each windows; 1 meter too far from the windows -how the hell can i be "incenared" when i fall in the goo? lol
one of my fav map from u; the athmo kick ze butt :p
Bl!tz wrote:-agree with zaibot on the sniper spot; perhaps can u allow liftjump on the highest lift(i havent find the way to do it so i bet u ve add some bv there :-p
Pourtant c'est possible !!
-i dont like thoses BV before each windows; 1 meter too far from the windows
I have make the choice to put the BV so the movments are not blocked by the geometry of the windows, but do you all think it would be better to have the BV close to the windows?
-how the hell can i be "incenared" when i fall in the goo? lol
You mean the time to be killed on the goo is too long?
one of my fav map from u; the athmo kick ze butt :p
lol no; i mean the text when u die in the goo is "uncleblitz have been incenared" ...imo disolved or gooped or anything else but incinared fit to hot places only)
for the windows u can always moove the windows more "inside" (where the bv are located^^)...best deal to keep the" layout geometry" intact
lol no; i mean the text when u die in the goo is "uncleblitz have been incenared" ...imo disolved or gooped or anything else but incinared fit to hot places only)
rofl !
the best I have find is :
"player suffocated in his own goo"
"player was slimed"
tell me those you want ;)
for the windows u can always moove the windows more "inside" (where the bv are located^^)...best deal to keep the" layout geometry" intact
Humm I will try but it not shure to obtain the aestical I wanted...
haha... my vote to "player was slimed"....do u remember that "slime"? when i was young ;they sold us that kind of goo in a metallic box...my parents always refused to buy one to me....scared by the damages of such a thing on the house:p
I'm at work now but the normal maps I'm referring to are the one in the UN_DetailsTex I think. Most HQ stock materials use them with the regular texture normal map. It add really a next gen look with the right scaling / settings.
For BV in front of windows, it doesn't bother me you put them inside or flush to the walls because it provide the best flow possible. I notice that I was blocked from 1 meter away from the windows while playing but I prefer that instead of beign stuck between 2 windows while been projected there by rockets / shock balls.
Personnaly, I would have done the same ;)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'm at work now but the normal maps I'm referring to are the one in the UN_DetailsTex I think. Most HQ stock materials use them with the regular texture normal map. It add really a next gen look with the right scaling / settings.
Oh yeah, i will take a look to that ;)
For BV in front of windows, it doesn't bother me you put them inside or flush to the walls because it provide the best flow possible. I notice that I was blocked from 1 meter away from the windows while playing but I prefer that instead of beign stuck between 2 windows while been projected there by rockets / shock balls.
For BV in front of windows, it doesn't bother me you put them inside or flush to the walls because it provide the best flow possible. I notice that I was blocked from 1 meter away from the windows while playing but I prefer that instead of beign stuck between 2 windows while been projected there by rockets / shock balls. +1... Personnaly, I would have done the same
a lot of us had probably done the same...though it still dont look right..haha^^
i like the 1 and the 3: - the 1 is a fun idea because it brings some zaxe to the "outside" part and is less risky - the 3 is tip top because the jump is risky (lot of ways to be shot there); this one depend a lot of the air-control that u will choose; if it dont makes the central spot on the goo confuse it can be nice
# 1 - From that spot, you reach the upper section to fast, to close to the lift & have a strong point of dominance with Flak balls.
# 2 - would be the best imho since you use more the corridor below, are far from the lift & provide a better "hide & seek" experience.
# 3 - bots already do liftjump. there is no point to have a lift if you adding a jumpad / teleporter. Beside, for such a small map, I would limit the number of jumpads & other transport.
-- Edited by stevelois on Friday 5th of November 2010 02:46:54 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
# 1 - From that spot, you reach the upper section to fast, to close to the lift & have a strong point of dominance with Flak balls.
# 2 - would be the best imho since you use more the corridor below, are far from the lift & provide a better "hide & seek" experience.
# 3 - bots already do liftjump. there is no point to have a lift if you adding a jumpad / teleporter. Beside, for such a small map, I would limit the number of jumpads & other transport.
hm?? but what about the number of lifts? 3 lifts or more for such a small map seems to much too
So, what about give equal number between lift and jumpad ?
I have 2 lifts and 1 jumpad actually, So a second jumpad would give a good balance. I'm ok with steve's input on the jumpad near to the high lift, so I think to go with the jumpad near the flak. Otherwise, what about a teleporter?
I would have the point of view of noob zaibot too...
i like more the third image, is more unpredictable, and has more opportunity of surprising to a guy camping in the sniper. and this can make the game more fast
-- Edited by Noob_Zaibot on Saturday 6th of November 2010 12:25:30 AM
love the quake announcer. Pity there is no way to override the original UT announcer so you only get the quake ones within the level.
I had a gripe about the big windows not being able to jump on to. but I think it's probably fine the way it is. Just not a fan of invis walls in an area I know I can reach.
Only suggestion I would make regarding the sniper floor is this:
Other than that, Great job man! :)
-- Edited by barballs on Saturday 6th of November 2010 02:08:28 AM
Hey Barballs, thx for your kind words and advices ;)
You know I have that teleporter idea in mind since few weeks, so I will make a try with it ;) your reference to the map "aerowalk" and your arguments about the teleporter make sence to me ;)
Oh, the quake textures com from a pack from Lunaran (www.lunaran.com), maybe you know some of his maps for QIII arena, My favorite (the textures com from this one)
barballs wrote:love the quake announcer. Pity there is no way to override the original UT announcer so you only get the quake ones within the level.
There is a way to totally remove the ut announcer (but some of us are really difficult to replace, I think to the ending game one for example).., the next beta will have just the Quake annoucers, you will tell me guys what you think a bout it.
I had a gripe about the big windows not being able to jump on to. but I think it's probably fine the way it is. Just not a fan of invis walls in an area I know I can reach.
Already answer (check the previews post), it's a choice between gameplay vs design...
-- Edited by NOVA on Saturday 6th of November 2010 05:17:34 PM
Ok, second try with teleporter, same thing appen, it just don't work with this stupid bot !
I have try with "teleporter","utteleporter" and "custom utteleporter", them work with me but not with bot (it just get stuck in front of it)...
Is there somebody who want help me with that? I would send you the map uncook so you can try to put the teleporters on the map and tell me if you have the same trouble?
Hey Barballs, thx for your kind words and advices ;)
you are most welcome :)
You know I have that teleporter idea in mind since few weeks, so I will make a try with it ;) your reference to the map "aerowalk" and your arguments about the teleporter make sence to me ;)
will be nice to see what you come up with :)
Oh, the quake textures com from a pack from Lunaran (www.lunaran.com), maybe you know some of his maps for QIII arena, My favorite (the textures com from this one)
Lunaran and I have a history ^^ There was quite the controversy back with the release of UCMP volume 1. I had made a remake of "PullYourSocksUp", called DM-UCMP-1on1-Derelict and because the wrong readme was saved thus no credit was given to him. I was blamed for not disclosing it was a remake (even amongst the team) despite having several public references to the fact it was a remake a full year before its release. But whatever. Lunaran and I sorted it out, But there's still some hard feelings amongst some of the UCMP team. We live and learn :)
barballs wrote:love the quake announcer. Pity there is no way to override the original UT announcer so you only get the quake ones within the level.
There is a way to totally remove the ut announcer (but some of us are really difficult to replace, I think to the ending game one for example).., the next beta will have just the Quake annoucers, you will tell me guys what you think a bout it.
I had a gripe about the big windows not being able to jump on to. but I think it's probably fine the way it is. Just not a fan of invis walls in an area I know I can reach.
Already answer (check the previews post), it's a choice between gameplay vs design...
Ok, second try with teleporter, same thing appen, it just don't work with this stupid bot !
I have try with "teleporter","utteleporter" and "custom utteleporter", them work with me but not with bot (it just get stuck in front of it)...
Is there somebody who want help me with that? I would send you the map uncook so you can try to put the teleporters on the map and tell me if you have the same trouble?
I can give it a try if you want to send it to me.
-- Edited by barballs on Saturday 6th of November 2010 06:35:56 PM
barballs wrote:Oh, the quake textures com from a pack from Lunaran (www.lunaran.com), maybe you know some of his maps for QIII arena, My favorite (the textures com from this one)
Lunaran and I have a history ^^ There was quite the controversy back with the release of UCMP volume 1. I had made a remake of "PullYourSocksUp", called DM-UCMP-1on1-Derelict and because the wrong readme was saved thus no credit was given to him. I was blamed for not disclosing it was a remake (even amongst the team) despite having several public references to the fact it was a remake a full year before its release. But whatever. Lunaran and I sorted it out, But there's still some hard feelings amongst some of the UCMP team. We live and learn :)
Oh it's quite funny indeed, I knew your map "derelic" (my fav map from you) but didn't know that was a remake of a lunaran's map ! glade to see the misunderstand is off between you ;)
My fav for ut2k4, never play the other one I know from you (DM-the core)
Precision is my fav for ut3, a bit "big" for my taste but definitly fun to play and well made ;)
DM-TheCore was my very first map :)
The layout for DM-precision came from a restaurant in Sheffield while I was there working on Wheelman.
Of all the UT3 maps I think Takk is the best made and Flustered is the most tactical layout I've ever had. It just flows so well. (I guess thats why I was chosen for ESL and Clanbase leagues) It was also my most rushed map. made in 2 days. (can kind of tell by the lack of texture details ^^ )