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Post Info TOPIC: DM-violatora alpha i need help pls


Unreal Old Friend

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DM-violatora alpha i need help pls
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hi guys, im new. this 1 of my first maps maybe from the last year i never released this becouse i´m not sure about  the gameplay, the map feels like ut2k4, and i dont know how change the layout,  for a gameplay more ut3, maybe i need change the scale? or  start again xD well i like the layout but don´t work well for ut3, Please give me your advice, thanks :)  ahh and the "central jumppad  not is working properly, because the base is too small to jump, someone knows how to increase the area of jump? 

http://www.mediafire.com/?vtt7qzfp7jklb0a

-- Edited by Noob_Zaibot on Wednesday 28th of July 2010 12:54:10 AM

-- Edited by Noob_Zaibot on Wednesday 28th of July 2010 02:19:54 AMfoto

-- Edited by Noob_Zaibot on Friday 13th of August 2010 08:23:40 AM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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welcome aboard zaibot ; i will try it tommorow...i m off for today :p



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French cat under acid

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hey welcome Zaibot, I'll take a look asap ;)

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French cat under acid

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Noob_Zaibot wrote:
ahh and the "central jumppad  not is working properly, because the base is too small to jump, someone knows how to increase the area of jump? 


go to the properties (F4) of the jumpad,
collision->collisionComponent->collisionRadius

set a value according to your needs.

(to see collision of the jumpad on the 3D viewport, hit the "C" key)

 



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Monster Hunter

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Hello Zaibot! Welcome to the forums.

I'm downloading it now. I'll tell ya what I think shortly.

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its me .. i'm back

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Hi NooB Z,

When you say change the scale for UT3 do you mean increase or decrease the scale?

Does it feel to big or too small?

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Monster Hunter

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I played a few rounds and I like it very much.

It's very Z axes based (Good thing) and getting between floors is very easy.

Since it's a small open map I suggest 2 to 6 combatant matches, although you can do whatever floats your boat.

Even though this is an alpha, and visuals will undoubtedly improve over time, I must say that I like how it looks so far. It's very nicely sunlit, although I don't think the skydome matches the light it gives off.

So far I like it very much. I'm curious as to how it will look in the future. Keep it up mate.

-- Edited by rathalos150 on Wednesday 28th of July 2010 08:54:47 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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booyah
just tryed it:
- like always i like ur layout very much...ZaXe Rules :p
- tip top contrasts between eenlighted areas and shadows & dark areas
-not enough health around the map imo
-i found weird the mix between old dirt materials and brand new looking ones; the dirt part is looking better from far with all thoses littles touches (graffitis & tags on the walls)
-perhaps too much aircontrol on some jumppads
-the colored barrels have no collision
-some door trims have hoppefully no colision and allow walldodging; though going through the meshes dont looks right
-the sky have nice colors but looks low res
-i like the bottom portal/electrical ring but i dont like the exit on that little platform(not the place but imo it can look more reallistic to have another electric ring to materialise the exit; even if u cant enter this way of course)

excellent and promising start; keep up the good work wink.gif

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Unreal Old Friend

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well... first

-TY nova :3,
-1xTrEmE, ill make all this a bit more small.
-rathalos150, yep ill fix the the sky light maybe more red, thanks :).
-and Bl!tz, yes cool idea put other electric ring in the exit, and well i need fix too the aircontrol and the colision of the doors trims.

thx very much guys!!

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Very interesting layout on this!  The map is larger than what it first appears and has many paths to take which is quite good!  As the others mentioned a nice mix of Z-axis there as well!
Bots also use the map quite well!  beer.gif

I can understand your comment now in that you like to Sk8 and your maps reflect a sk8 park feel.  This map embodies the feeling of this, especially with the half pipe(which works very well I might add), grafitti and a few 'rail' edges here and there! The materials also reflect this in that there's a good mix of concrete and metal!

Visually I quite like it but I'd like to see more variance in colour used for the lighting.  Also as the others mentioned maybe tweak the main directional light to be a bit more orange to match the sky.
The custom portal was a good idea and is positioned nicely! thumbsup.gif

I liked the round central jumppad, which gave a lot of air control, as I could use it to my advantage comming at it from any angle and getting launched to the the upper ledges that were accessible from different angles!

All in all,  looking good so far M8! beer.gif



-- Edited by Lord_PorkSword on Thursday 29th of July 2010 11:37:41 AM

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French cat under acid

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Just tested, the layout is fantastic (I would keep the scale as it is, it's fit ut3 for me)

On the other side,

-the bot pathing can be increase a lot (there are many place where when can go but the bots no...)

-some grafiti decals are on the wrong sens (need to be rotate of 180°)

-your main wall texture is bad aligned on many places.

-Imo, some of your textures mix choice make the design a bit too much heterogeneous.

-The optimisation of the map need work.

I can post some pics if you want for better explanations ;)

Anyway, I like it very much, gj so far ;)






-- Edited by NOVA on Thursday 29th of July 2010 01:25:19 PM

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Feedback-Master ..

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Welcome Noob of the Zaibot.

I played a couple of rounds on it. I am only going to focus on game play/scale since it's an "alpha", though it doesn't really look like one.

Overall, I think the scaling is fine. There were a few places that seemed a bit flat and open, but if you added some meshes, it would be just fine. Some of the flooring looked a bit odd (shape wise), but didn't seem to really effect game play.

The "step" going from the rocket launcher to the shield belt shouldn't be that high. You should only force the player to jump if the it looks like the player should have to jump.

I think the RL, Udamage and vest armor is too much for a given area. There seems to be a bit too much air control on the jump pads for my tastes.

I would say you have a good foundation for a fun map. It didn't really seem out of place for UT 3. I presume you are going to add more meshes to help fill in the open spaces?

Hope this helps. smile


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