Back on topic, a little update concerning the desicion of the use of teleporter, it's finally a great addition to the gameplay, this is how it look (better ingame...) :
I have also remove all ut announcements and switch by those of the Quake III game !
Odedge wrote: When is RC 4 going to be ready so I can complain... umm, I mean test the map?
lol Maybe soon, in a cuple of days, I'm work actually on the sounds, I try to remove every items sounds and switch by those from QIII (health, vial, jumppad, teleporter, lift...) to obtain a real Quake ambient immersion.
-- Edited by NOVA on Tuesday 9th of November 2010 01:36:40 PM
NOVA wrote:lol Maybe soon, in a cuple of days, I'm work actually on the sounds, I try to remove every items sounds and switch by those from QIII (health, vial, jumppad, teleporter, lift...) to obtain a real Quake ambient immersion.
In my best Quake 3 announcer voice.... "EXCELLENT!"
I will need someone who can test the map in lan match, because I want to be sure that some of my kismet seqs work with 2 human players inside, is there somebody for do that ?
Played, great layout as usual Nova. Texturing is well done, as mentioned already another path to the sniper rifle would be great.
The only flaw I found really is the way you used the wall material, I would've liked it if there was another similar material used on some spots but that might just be me.
Thrallala wrote:Played, great layout as usual Nova.
thx !
Texturing is well done, as mentioned already another path to the sniper rifle would be great.
it's done ;)
The only flaw I found really is the way you used the wall material, I would've liked it if there was another similar material used on some spots but that might just be me.
well, actually I polish the map with additing deco bsp here & there, so I will try to make the central area more various (I guess it's the part you speak about, if not, can you post a shot to explain me)
Oh, another question lol I would create a ctf map with make a symetry of the map and place the flag where the Flack is (looks a good spot for the flags, extrem part of the map, 3 access to it, etc...), do you think it would be cool for ctf mode ?
The lights look more cyan than blue, you mean those near the Stinger ? If yes, I would make them look more blueish than cyan.
Yes it those one, I found this part a bit dark, but not sure actually if I will let it, that's why my question, plus I don't want the map become "disney land" with too much color lights lol
A ctf version would be a good idea indeed thinking about it. The flag would be well placed at the flak spot :D
great, plus it can be a good training for me about ctf and greed mode & mapping ;)
I haven't played the map for a long time (still waiting for RC 4). From the pics, the light colors look good are needed to "brighten" up the darker textures.
I really like that map. All things work perfectly (announcer / stingers / teleporters, etc) !
I notice the extra trimming, very nice to I see you enhance all materials which is much better than before. Only thing I can suggest is adding details normal maps to make all those rusted metallics materials look even better. I can be helpful on that if you want
Only issues I had are writen in the pics :
- Not an issue but I still think the water move a bit to fast :p
- The map isn't listed 1on1-Duality in the map list
Nothing else to comments.
THX my cousin, awesome map
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damn, moi qui pensais que j'en avais fini avec cette map !! je regarde tout ça demain, la il faut vraiment que j'aille dormir, il est 6 heure du matin chez moi lol je te répond demain, bye cousin ;)
Ben oui, tu as presque fini mon Seb. Ce que j'ai mentionné sont juste des gugus de dernières minutes qui vont the prendre 5 mins "Euro" à terminer :p Quoique t'es pas obligé non plus
Bonne nuit / bon réveil Seb
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Only thing I noticed was that the planet in the sky was partially transparent, so I could see the stars moving behind it which sorta didn't look right.
Since I never got to test the later versions of the map, I will be a bit picky.
The short lift seems to go a bit fast (especially when you try to lift jump). You hit your head on the ceiling. You might want to slow it done a bit and/or add a sloped ceiling?
On the "ramps", the walls could use some BSP trim towards the bottom of the wall to help it look a bit better.
How about using the quake logo for the jump pad?
For a "duel" map, it seems like the ambient sounds were a bit loud. I do run them a little louder than the other sounds. It was really hard to track the bot (played 1 on 1). I didn't check, but some of the foot step sounds should be metal. It's good that most aren't, but having at least two would be nice.
The door sounds seems way too low for the looks of the door (big/metal). This should be an audio cue to those who pay attention to them. 1 on 1 maps need to emphasize sounds that relate to game play (footsteps, picking up stuff, jump pads, lifts, doors, etc) more than the ambient sounds.
I would turn on collision for the rocks below. It really worn't hurt performance on a map like this and the player won't fall through the rocks.
Some height fot would help give the map a bit more atmosphere. It should be barely noticeable while playing. There is a lot of "water" around the map and there should be more water in the air.
I really don't like hearing that sound every time you die. It gets a bit too repetitive and a bit annoying.
When you kill someone, is the announcer saying "frags"? If so, that's a bit odd. It would be nice if the announcements when you die and kill someone where a bit more random. Having different announcements would help and not always saying something. Keep it fresh.
I would prevent players from being able to leave outside the building and still be alive. For example, you can jump out of a window by the helmet armor and walk around the outside ledges. Bots won't do this, but players might and it ruins the game play. I didn't double check this, but you should have blocking volumes around the entire map to prevent players from spectating too far out.
Now that I have "complained", I mean commented on the map, I will say this:
Map definately has that Quake look and feel. The sounds are really nice (except what I mentioned before). I do like the "ping" sound when you get a hit, that's pretty cool. The announcer in the game also has a cool voice and when he says "excellent", you just want to go and do better.
The game play was great and worked well for the 1 on 1 match.
Just had a match, what a awesome Quake map !!! I really like that map. All things work perfectly (announcer / stingers / teleporters, etc) !
cool
I notice the extra trimming, very nice to I see you enhance all materials which is much better than before. Only thing I can suggest is adding details normal maps to make all those rusted metallics materials look even better. I can be helpful on that if you want
I'm fine with almost materials, but you could make the modifications you want and so show me (by post pics here) the result you can obtain, and so I will decide ;)
Only issues I had are writen in the pics :
Roger that !
What an idea to try to pass through that hole rofl !!!
So what is the best, reduce the hight of it or make it more higher so player can pass through ?
Oh yes ? I have to look at this, this shadows are created by "lightfonction", maybe something is wrong on my settings...
- Not an issue but I still think the water move a bit to fast :p
Not sure but if i remember well, eric thinks the water was too slow and you too speed, I have try to find the middle !
- The map isn't listed 1on1-Duality in the map list
Oh yeah? I look at this, I have make some last modif on the ini file but not take a look ingame, so I'm probably wrong somewhere !
Only thing I noticed was that the planet in the sky was partially transparent, so I could see the stars moving behind it which sorta didn't look right.
yes it's intentional, I like the way it is, a bit "unreal", but I will take a look to fix that and if I like it ;)
Ok then, I'll post a pic about the materials I have in mind tonight
As for the hole I was stuck, maybe make it a tad smaller so players won't be able to make a monkey move there like i did
For the shadows lightfonction, I also using this technique in my Citius map but my radius is very wide. In your case, it may be something else in your material like transparency, etc, not the light actor itself
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
The short lift seems to go a bit fast (especially when you try to lift jump). You hit your head on the ceiling. You might want to slow it done a bit and/or add a sloped ceiling?
Basically I hate slow lift, it's slow down the flow. plus why try to make a lift jump if it's not possible?! lol
On the "ramps", the walls could use some BSP trim towards the bottom of the wall to help it look a bit better.
could you post a pic plz ?
How about using the quake logo for the jump pad?
I was thinking of that, but it would not be too much logos on the map after?
For a "duel" map, it seems like the ambient sounds were a bit loud. I do run them a little louder than the other sounds. It was really hard to track the bot (played 1 on 1).
What sounds in particulary? the light hum, the crispy fire sky etc ?
I didn't check, but some of the foot step sounds should be metal. It's good that most aren't, but having at least two would be nice.
I have remove the metal sound from the tile floor material, it's really boring me to hear only metal sounds all arround the map run... But if you well know the map, there is plenty of items sounds (vial, health, ammo, lift etc...) who can give you the information who where is your enemy ;)
The door sounds seems way too low for the looks of the door (big/metal). This should be an audio cue to those who pay attention to them. 1 on 1 maps need to emphasize sounds that relate to game play (footsteps, picking up stuff, jump pads, lifts, doors, etc) more than the ambient sounds.
I have reduce it a bit during the process, but maybe too much, you're right on that, it will be fixed ;)
I would turn on collision for the rocks below. It really worn't hurt performance on a map like this and the player won't fall through the rocks.
I think it was mentionned by steve and I was thinking that I have already fixed that, it's look it's not the case lol, I'll fix it ;)
Some height fog would help give the map a bit more atmosphere. It should be barely noticeable while playing. There is a lot of "water" around the map and there should be more water in the air.
there is actually heigh fog inside + ground fogs on the basment floor + wall fogs on lots of corridors holes ! That's said I can increase the main heigh fog if it's your request and see how it's turn ;)
I really don't like hearing that sound every time you die. It gets a bit too repetitive and a bit annoying.
"you die to easily !" lol Seriously it's the quake sound for player die, but I can make it more louder and make some random ones.
When you kill someone, is the announcer saying "frags"? If so, that's a bit odd. It would be nice if the announcements when you die and kill someone where a bit more random. Having different announcements would help and not always saying something. Keep it fresh.
Same answer, it's the original announcement from Quake, + if you obtain some reward stinger (flack master, or killing spree etc ) you can hear other stinger sounds and so I never have got this feeling... Anyway I will try to see if I have another sounds to randomize when you make one kill ;)
I would prevent players from being able to leave outside the building and still be alive. For example, you can jump out of a window by the helmet armor and walk around the outside ledges. Bots won't do this, but players might and it ruins the game play.
Bot use that window to jump and grab the Flack cannon ! (with skilled bot and higher) + I have let the possibility to skilled player to pass throuh the window in front of the helmet and reach the external platform below (who lead to the doors movers), it's not ruin the gameplay but add more variety of it imo
I didn't double check this, but you should have blocking volumes around the entire map to prevent players from spectating too far out.
That was mentionned and fixed by past, normally you cannot be able to go far and see "hidden part" of the map. Now that I have "complained", I mean commented on the map, I will say this:
Map definately has that Quake look and feel. The sounds are really nice (except what I mentioned before). I do like the "ping" sound when you get a hit, that's pretty cool.
It's an original feature from Quake III, very hard to do with kismet and a bit weird sometime but yeah i like ot too !
The announcer in the game also has a cool voice and when he says "excellent", you just want to go and do better.
The game play was great and worked well for the 1 on 1 match.
Keep up the great work.
thx !
p.s. Are you going to add this to the Map Pack 2?
No since it was on a "public thread",
but if you and others team mates want it was take part of the pack, why not, + I work on a CTF & Greed version of it, so it could be a nice addition ;)
Ok then, I'll post a pic about the materials I have in mind tonight
thx
As for the hole I was stuck, maybe make it a tad smaller so players won't be able to make a monkey move there like i did
I think it's the best ;)
For the shadows lightfonction, I also using this technique in my Citius map but my radius is very wide. In your case, it may be something else in your material like transparency, etc, not the light actor itself
I try to make the lift jump because I can. You are correct that there is no real need to make that lift jump.
Here is the picture of the ramps that could use some trim brushes
I don't think a quake logo for the jump pad would add too many logos.
For the sounds, pretty much all of them are too loud. They overpower the footstep sounds.
The floor footstep sounds are fine. Most are "stone", which is good, but some are metal, which adds some variety. It's just really hard to hear them.
The current height fog is very subtle. The map looks too "clean", but I tend to like height fog. It shouldn't be bery noticeable in the map, but you should be able tos ee it more outside ofthe map. You can always have 2 height fogs. Once for the ground and one for the sky.
Maybe I do die more, but the sound shouldn't be louder. Even if you made it a bit more random on if it plays or not?
I disagree that going outside of the map adds more variety because of how small it is. I see it as a way for players to "glitch" the map since you are on a small ledge behind glass. Maybe we are talking about different areas?
As for the map pack, I just can't remember what you are going to add to it. If there is another map you will add, then that will be enough. It would be nice to have at least one map from you.
I did a bit of material editing as I said earlier So this is to give you a quick preview between yours :
Mine :
If you like it, just tell me & I could do it for all with the uncoocked final.
As for pack 2 since it as been available in the public section, I don't agree to add it in the pack. Therefore, when this one will be done, the CTF version can be a good idea for the pack since only few dudes is aware of is existence
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Here is the picture of the ramps that could use some trim brushes
Ok, I'm on it ;)
I don't think a quake logo for the jump pad would add too many logos.
to be clear, do you mean use the logo for the jumpad emitter or put a logo on the jumpad base?
For the sounds, pretty much all of them are too loud. They overpower the footstep sounds.
The floor footstep sounds are fine. Most are "stone", which is good, but some are metal, which adds some variety. It's just really hard to hear them.
Again, before works on the sounds volume, what is your sound settings?
The current height fog is very subtle. The map looks too "clean", but I tend to like height fog. It shouldn't be very noticeable in the map, but you should be able to see it more outside of the map. You can always have 2 height fogs. Once for the ground and one for the sky.
actually, the main fog is for the outside, you can see it arround the bottom of the deco rocks. Concerning the inside, I don't want have it too foggy...but I can work with one other very subtile, I will try.
Maybe I do die more, but the sound shouldn't be louder. Even if you made it a bit more random on if it plays or not?
I have added 3 differents die's randomed sounds and less louder.
I disagree that going outside of the map adds more variety because of how small it is. I see it as a way for players to "glitch" the map since you are on a small ledge behind glass. Maybe we are talking about different areas?
As for the map pack, I just can't remember what you are going to add to it. If there is another map you will add, then that will be enough. It would be nice to have at least one map from you.
ok
-- Edited by NOVA on Friday 26th of November 2010 05:37:19 PM
If you like it, just tell me & I could do it for all with the uncoocked final.
I like your work but I would keep this material in particulary clear as it is. But I will try to add like you have done a normal detail but with a bump less powered to see if it's look better for me. thx to have take the time ;)
As for pack 2 since it as been available in the public section, I don't agree to add it in the pack. Therefore, when this one will be done, the CTF version can be a good idea for the pack since only few dudes is aware of is existence
I have check that, I have no see any disapearing shadows...
Are the others have this trouble too??
Odedge wrote:
I was thinking of a quake logo for the emitter, not the jump pad base.
ok, I think keep it as it is.
My sound settings are (SFX=6, Music=0, Voice=4, Ambiance=8, Announcer=4).
great thx, I have check with your settings, you're right (but damn, you loose a big part of the ambient of the map without music imo !)
so I have reduce the overall ambient sounds, but keep enough loud so it's still hearing when music is "on" to keep my general ambient. I mean I have try to make a compromise between users with and without music !
So we are talking about the same area where you showed what the bots do. But I am not talking about bot, but human players.
Ok, I still think it's don't really important, most player will never try this way, but some will, and it's give another way for the Flak Cannon, and I'm happy with that. + the bots use it and it's sometime quit funny to have the supprise of the bot who comming by this way !
This is how I have finish all ramps :
I have done the last modifications you have all request (those I have agree with), and I have to finish to polishing some little details and the map will be released soon ;)
THX again to all for your suggestions, it's always fun and interesting to work with you guys !
-- Edited by NOVA on Saturday 27th of November 2010 03:05:08 PM
I do like when mappers explain why they do certain things or don't do certain things, so I always appreciate that "feedbac". That being said, we all know that it's your map and you need to do what's best for it and for you, since you are putting the time in and effort into the map.
ok after all this process we have a map almost perfect, only should be larger the window in the middle of the elevator and the shock, very fun map, congratulations nova! (:
@Barry : You can post your last feedback if you want since I don't have already release the final version, plus I think to release a last RC before to be sure of some last additions ;)
There also seems to be an issue with the quake sounds
The "ding" you hear for when you hit some one does not seem to be setup right.
It seems to trigger to all when ever damage is delt from one play to another. I couldn't find a repeatable example.
Add a few bots in and hide somewhere where they cant see you and you will hear what I mean.
Teleporters look sick :)
Not sure about having a custom announcement for each weapon kill though. Seems a little like overkill. Excellent, accuracy, shield, (maybe health, i didn't notice if you did those or not) and the "ding"if you can get it working.
The last thing might be (if possible) would be to add the impressive and excellent icons on the players for final effect. that would be so awesome :)
Hell we could even setup a quake mod with all the work you have done :) all that would be needed are more maps and a few weapons! :P