-add pipes and some other meshes here & there -fix the BV on the stinger base -polish some textures -read-me
comments:
this is the second map that i do for the RAG clan but this one i m fallen in love with so i try to push it a lil deeper
history:
After been totaly destructed by an earthquake this old arena was reconstruct to do experimentations on the lava magnetic energy.
credits:
-RaffyB for the original UT2k4version -Thrallala for his lava material & texture and for his help on lighting and cleaning up the map -Sebastien NOVA for his Fog Sheet -hubblesite.org for the sky picture
Bl!tz wrote:thx brotha; i m in luv with this one; the layout is a blast..
Nice! - now you've got me curious DL is almost done ...
Bl!tz wrote:full respect to RaffyB; shame i havent find a way to contact him Never know Eric, maybe he'll show up and say thanks or not .. but i more than likely would be honored that someone brought that bad-boy forward to the latest installment of the tourney bro ..
I was surprised that Axeman showed up after not posting for almost 2.5 years to reply in the football thread on Epic ..
Don't know about the original but it as a cool layout. I always like that industrial music track also. Items placements seem fine to The only exception is that not worthy 25 medium health in the small corridor when you made that lift jump, I would replace it with a small armor (helmet or tights).
Lighting seem fine to.
There is only minor things I can suggest :
1. The wood plank near the bio isn't using the proper wood footstep sound.
2. The lift you can do a liftjump that lead you to the small corridor isn't working properly, it move to fast. Beside, your BV on top of the lift is to low so I hit my head several time & couldn't do a proper / easy liftjump.
3. BV is needed on top of the map on several spot so you can't go out of the play area.
4. The jumpad landing spot near the sniper is confusing. The way the layout is made, I had the feeling / logic to land in front of the sniper. Landing aside near the 3 vials isn't flow right nor seem logical gameplay wise.
5. Some materials aren't well aligned.
6. Some spots could use more crisp shadows.
7. The square SM around the stinger as collision problem. A BV will be welcome.
8. The clan logo is cool but that Liandri pic in the background don't fit at all, I suggest you remove it.
In all, it's a cool & fun one my Éric
Hope it help
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Don't know about the original but it as a cool layout. I always like that industrial music track also.(UT2k4/DM-inferno soundtrack) Items placements seem fine to The only exception is that not worthy 25 medium health in the small corridor when you made that lift jump, I would replace it with a small armor (helmet or tights). 25 health in original...i keep it so :p but agree with you and i had naturally try to add something more attractive...but 1v1 rules
Lighting seem fine to.
There is only minor things I can suggest :
1. The wood plank near the bio isn't using the proper wood footstep sound.
haha i was sure u ll catch me on this one; i though that all propersounds was assigned...cooked the map...uploaded it ...and discovered that missed one...fixed also...eagleear steve
2. The lift you can do a liftjump that lead you to the small corridor isn't working properly, it move to fast. Beside, your BV on top of the lift is to low so I hit my head several time & couldn't do a proper / easy liftjump.
it was set on 2 seconds: than on 1 second and no way to succed to liftjump...so i ve set it on 0.5 s and it work...here too i agree with your feeling though... the BV on the top comes from the conversion and i ll remove it when i ll work on top BV, good catch
3. BV is needed on top of the map on several spot so you can't go out of the play area.
right...i havent work on that for now...and i forgot to mention it in the todo list :p
4. The jumpad landing spot near the sniper is confusing. The way the layout is made, I had the feeling / logic to land in front of the sniper. Landing aside near the 3 vials isn't flow right nor seem logical gameplay wise. haha^^ agree here too but: in the original there wasnt anyjumppad in fact...but u was abble to dodge/jump the left wall to the upper level...as in ut3 u cant i found the jumppad to "fix" that but as i dont want to change the "landing area" i ve keep the JP target at the same spot
5. Some materials aren't well aligned.
yes i have to polish some materials
6. Some spots could use more crisp shadows.
where? lol ...from you i was expecting :"too much crisped shadows!".... i was wrong :p
7. The square SM around the stinger as collision problem. A BV will be welcome.
the SM is here to hide a conversion BV invisible problem; it s now fixed by the add of some pipes along the wall
8. The clan logo is cool but that Liandri pic in the background don't fit at all, I suggest you remove it.
euh...a liandri pict? u mean the reflect in the glass?..i missed this one +.+
In all, it's a cool & fun one my Éric
Hope it help
thx bro; sure it help; and this time i m happy to see that quite all ur points are mentionned in the todo list , fixed or at least have catch my attention recently...we are going on common global standarts rules in mapping
-- Edited by Bl!tz on Wednesday 13th of October 2010 02:26:58 AM
I like this alot :) The layout and ambiance is very good. It captures the Gothic/dungeon feel.
Just very minor stuff, adding to what Stevelois said.
Layout: Compact and heaps of fun!! As indicated before the lift jump seems like a non sequitur. I wonder if you change the air control so people can choose where they wan to land but still be directed towards the health vials.
Weapon & Pickups: Many weapons/med health have sharp pickup light boundaries. Not sure what causes that perhaps differnt light map resolution on the floor material.
Deco: Where two textures meet on the floor need a mesh or something to break it up. See pic.
I saw a good material tutorial by Chris Albeluhn for making realistic fog layer. I haven't tried it but it look very interesting. Its for UDK but I think the material editor aint that different.
A few points best illustrated with a pic.
-- Edited by Achernar on Sunday 17th of October 2010 04:36:49 AM
funny i have also corrected quite all the points u mention here except thoses light suggestions i have also change some neons for other lamps in some place and have try to hide some light "bugs" with some deco pipes good idea for the air control on the jumppad; i ll try to add a directionnal jumpad too to prepare the player to be "send" in that unusual way
still to change the preview pict and to write the read me need to go back on bridge of fate now :p
-several changes ; i hope i havent miss big ****s inside
lift slowed as much as possible lot of deco add lot of settings on lightmap & textures "custom" jumppad sounds added light polished and changed in some places
You've been busy! I have a look see, but I wont bother you with feedback till your ready.
oh; u dont/wont bother me with feedback; i just tell that i m fine with it....but i ll correct bugs; probably keep visuals as it is ...but bugs are bugs
Just tested, the layout is awesome, old school, I love it !!!
I was just surprised by the direction of the jumpad at the bottom of the sniper, I would prefered that it leads to the sniper instead of on the side...
thx my seb :) for the jumppad;i have add more aircontrol but:
-4. The jumpad landing spot near the sniper is confusing. The way the layout is made, I had the feeling / logic to land in front of the sniper. Landing aside near the 3 vials isn't flow right nor seem logical gameplay wise.(steve s comment)
-haha^^ agree here too but: in the original there wasnt anyjumppad in fact...but u was abble to dodge/jump the left wall to the upper level...as in ut3 u cant i found the jumppad to "fix" that but as i dont want to change the "landing area" i ve keep the JP target at the same spot(blitzes answer:p)
- I wonder if you change the air control so people can choose where they wan to land but still be directed towards the health vials. (achernar s comment)
Bl!tz wrote:...I wonder if you change the air control so people can choose where they wan to land but still be directed towards the health vials. (achernar s comment)...
Giving total air control is the way to go imho
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
gived a lot more air control on last version but as u all seem to agree i ll set the jumptarget on the sniper spot; i did some tests and it dont change a lot the gameplay; the sniper spot is just a lil more exposed to opponents bullets:p...+ air control of course