By playing with the textures properties, I was able to reduce the map size by 13 MB Considering the uncooked map was at 296 MB, it's now at 283 MB. It still huge but it's better than it was
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
- Add a trim above the blue force field. - Add animated doors to exit the belt area at the flak level so players can't jump down & collect the belt with ease. They have to risk their live by going trough the tunnel from the blue force field. - Add a light volume to the blue force field to replace like 30 point lights (this is a first for me for that kind of volume) ! - Add a bit more ambient sound. - Add fogdensity, the regular heightfog was looking very very bad. - Raise the jumppads sounds. - Removed 1 big texture & optimize many materials. - Reduce the map file size a tiny bit.
Next version is RC1 then final :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hah!, the map that has always laid in your back alley :D I tried it out before, but I think there was a packaging problem, because when I ran the file it didnt show any textures.
Only your work on BSP itself already amazed me :O
Ill monitor this one for the RC1 and give you any feedback if possible :)
Honestly, all I can say about your brushing work = fantastique. No other then that. Everything just WORKS for your brushing. Really hot techy feel and OMAGAWD, DEM JUMPPADS. MAKE A TUTORIAL ON THAT OR SOMETHING You really took your time on these brushes, heres an example, like a very tiny brush with still some hot green emitted light: Brilliant.
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Although I like playing deathmatch on larger scaled brushes, like more wider walkways and a bit more openness, This map really flows and interconnects suprisingly good. Bots seem to work good too, never falling off ledges where the health viles reside (well only through my air combo's :D but haha)
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One very small thing could be, the techy announcer is a great idea, but you gotta put her voice louder bro. I almost could not hear her announce it although the track is playing. Perhaps its just me, but perhaps just increase her voice a tiny bit could help deaf people like me on this map :D
>
This map is great and seems done to me. Only a tiny bit more lightning near the 20 helmet. But you probably had figured that out :)
Keep it up bro! Let me know when out the final! :D
You know, many call me mister "details" LOL, specially Odedge
I always think that the details is what make a map distinct, polished & that is why I always try to find new things to add or use something different to make my map look & feel different. I do not mean to say that using only stock assets is bad.
Indeed, I put a lot of time on this map and in the beginning, I planned to build it withing 3 months, strat to finish. I wanted to build a simple, small & quick level, imagine LOL...
So I'm happy you like the brush work but many areas aren't finished in B1 & I added / change many things for the next version, RC1. I'm happy to say that RC1 look much better hihihi I added brushes, play more with the materials to make the geometry stand out.
About the tut, I look other customs maps to get inspired, duplicate the emitter & than change the settings & add fonctions to my needs. Therefore, looking at 3DBuzz tuts, you can make it on your own from scratch
I'll check the announcer volume
THX for the feedback bro
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I want this map to be out of my hdd. I started to work on it in 2011, almost 2 years ago, I'm tired of it & I want the community to enjoy it. I've made significant progress since those pics. I hope to release RC1 soon. I have to work more on BV, add a bit more deco, tweak the portal & that's it for RC1 :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Well I'd say its looking very close to finished. The only thing that I'd say is bump up the intensity of the emissive lights - this should help offset all the grays. I take it you have consiously chosen not to use any post process? It may help add some contrast and help lift the map a bit imo.
Keep at it my friend. Look forward to the next iteration :D
LOL, well, there are some visuals differences so I was asking myself if it was looking better than B1 :)
@Achernar
PP wasn't finished in B1 & those last pics. But yes, I always add PP in my map or else it look bad. Indeed, PP is more like it is supposed to be in the final & bring more contrast. I use mostly the same settings in all my maps lol when I feel it's near the final. Since all of you like B1, you will enjoy more RC1 because it look much better :D
THX m8's
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
A1 was for the alpha 1 public release while B1 is the only "complete" release which only the UOF team can download.
RC1 is next. The pics in OP are from my personal version between B1 & RC1. RC1 will look better than the current pics because I use the final PP settings which represent my final vision of the map :)
I only have 1 last spot I want to finish & then, you will be able to play with RC1 hihi :)
Only the readme + ini & possible bug fixes ill be added in the final.
FYI, the current build as more than 3100 brushes ! This is insane for such a small map LOL
For a quick play, give B1 a go-go to have an idea but RC1 will be the definitive release to play before the final.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Got it .. sounds like a plan; I'll keep a look out bro. Oh and I know what you did with all those extra brushes heh.. (I bet your trimmed the holy heck out of it with BSP) - now you've added more expertise to your arsental of existing talent. - So on a future project you can do a hy-brid style map with Mega-Meshing & Mega BSP trip for a ultra-insane effect. - Man dunno about you but this Editor is dang addicting; I'm back on it and I look forward to it when I'm away from it ... hah...
OK I'll check B1, I DL it already; but wasn't sure if there was a newer version so I wanted check with ya first. Catch up with ya laters........
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#uck the laser pointer .. I use a stinger mini-gun .......
Well, the materials are complex & I use many of them which is the main reason why the map look so much detailed. I must say there is around 3100 brushes which is an insane amount of brushes lol. I'm surprise I was able to fix the previous BSP issues with so much brushes but in the end, the result is pretty & gameplay is good.
I'm not 100% sure about the lighting, it's very various (blue, yellow, orange, green, white) & I ask myself if it's not to much ? But wathever, I'm done with it lol
I dream of having a space static mesh pack that look futuristic so I can use it with a space map. But I doubt it will come. I love sci-fi / futuristic / clean map but the game doesn't have that kind of theme like in previous UT's :(
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
stevelois wrote:I'm not 100% sure about the lighting, it's very various (blue, yellow, orange, green, white) & I ask myself if it's not to much ? But wathever, I'm done with it lol
I've just test it.
Before play it, I have make a flyby on it, the design is impressive, so original ! What a huge work on it, you have paid attention to all little details, amazing job cousin ;)
But After play it, I have a lot's of stuffs I would tell you, but saddly I come to late in the dev of this map.
What I just can tell, I have found the lighting and more generally the design very disturbing, plus the map is rendered very dark on my PC.
I was very confuse on it, lot's of difficulty to orientate myself inside, to find lifts etc...
So I think this map would worth some extra work on the "lisibility" of the layout, but it seems it just me, so maybe don't take too much attention to that.
Maybe this map need a certain among of matches on it to "learn" it, wich is not a bad point for the life time of the map.
Anyway, I like the map, but I just wannted tell you my real feeling, and not just tell you "your map is nice" wich is not the goal of testing a map ;)
Nova, what are your gamma/brightness settings? I didn't find the map dark myself. UT3 needs more coloured lighting and Steve has given us this in his map! ;)
As for design I quite like it...and yes I reckon after a few matches you'll find the best paths!
Before play it, I have make a flyby on it, the design is impressive, so original ! What a huge work on it, you have paid attention to all little details, amazing job cousin ;)
But After play it, I have a lot's of stuffs I would tell you, but saddly I come to late in the dev of this map.
What I just can tell, I have found the lighting and more generally the design very disturbing, plus the map is rendered very dark on my PC.
I was very confuse on it, lot's of difficulty to orientate myself inside, to find lifts etc...
So I think this map would worth some extra work on the "lisibility" of the layout, but it seems it just me, so maybe don't take too much attention to that.
Maybe this map need a certain among of matches on it to "learn" it, wich is not a bad point for the life time of the map.
Anyway, I like the map, but I just wannted tell you my real feeling, and not just tell you "your map is nice" wich is not the goal of testing a map ;)
Indeed this is why I post it, to gather feedback, so THX for your honest feeling my couzin
I know this kind of design isn't obvious and can get confusing. In the other hand it's a Alien station so it's not supposed to be a place we're use to be, so confusion is good for me
THX for your feedback bro
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
the layout is fantastic with 3 bots minimum and the action is highflow all long, some corridors looks crampy and even feels crampy but no probs u always enough room to moove comfortably
this kind of lil spots are so nice to wall dodge around walls...thanks from the flying monkey club
this map remind me seriously halo by its architechture and it s nicely done
ur lighting is perfect and u master now the engine lighting with lot of skill
here the light coming from "A" hole is superb, from "B" & "C" it s nice too but i prefer the "A" one...lol...i think "B" and "C" and lil brothas deserves the same nice more brighty result
i like all the settings, very subtile and casting nice shadows on all colors....
meshing and texturing is superb, though somewhere a lil to much colored to my tastes: the biggest part of this betatesting ballad was spend to watch ur gorgeous work and to imagine all this in two colors only: keeping the blue and turning all red and green colors and lights in orange...could be spectacular imo...."how to turn an arena in a cathedral"...but that s a question of tastes colored fun athmo or something more mystical ...time for my pills!...and...it s already eyecandy...but i know you are pointy...and open to comments
thoses two colors :
i saw u ve put trimming all around the map but here not?
the "effects" coming from this jumpad arent aiming in direction of the landing area
...awesome work cousin, quite a mapping demonstration! keep up the top job
For the final which I'll release next Friday, Oct 19th or 20th :
- Add preview pic / .ini. - Add readme. - Add a bit more geometry. Total brushes count is around 3200! - Fix some material alignment. - Raise BSP quality to get rid of remaining seams.
Time to work on other stuff now :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
A little side note bro, it might be a little confusing because you have this map in the pack4 section but your releasing it as an individual map .... (see what i'm saying?)
- I know I did the same thing with CTF-Maelstrom (incidentally I kick myself in the butt for doing that because I should have released that map with the first pack, I thought I could get CTF-RainBase done in time but I terribly underestimated the amount of time that map would take and the level of quality I had in mind) - just some food for thought bro.
At any rate - its all good, and no worries; main thing IMO = we have fun, and continue to function as a synergistic group like we have previously.
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#uck the laser pointer .. I use a stinger mini-gun .......
I didn't see it was necessary to add trim there but indeed, it would look better so I've add trimming + change the emitter direction a bit so it is pointing in the right direction.
Lghting was touchy in this map. Even if it's not up to my common standard, it look fine so I'll leave it like that except the spots you mention which I've raise the brightness (A was set to 8 & the others to 3 LOL ???)
THX again bro
@1X
The map was supposed to be in pack # 4 from the start but I don't want the thread to be public until the final release. I'll move the thread in the beta section next Friday & create a final thread wich is where this map belong. I leave it here temporary
-- Edited by stevelois on Sunday 14th of October 2012 06:25:54 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I know I have been gone for a while. but it's a bit hard to believe your still working on this map Steve! But after a 51 kill match, I can see the hard work and time that's been put into the map.
While the overall design is a bit hard to learn, I think that's a good thing! The actual design of it fits the sci-fi theme and it seems to me some alien life form did design it (are you sure you're a human being? )
The materials and textures are looking great and while they look a bit odd (compared to what humans are used to), it fits well together with the "alien/sci-fi" theme.
I also liked the various pics of robots around the map as I have always played a robot in the UT games.
I know it's a bit late to be making suggestions, but I will make them and you can "instagib" them down if you like.
Add some blocking volumes along walls that have protuding brushes.
Maybe add some more metal (or different sounding) footstep sounds.
A lot of the doors aren't working, make sure your trigger volumes are set up correctly.
The orange teleporter doors don't seem to be emitting any ambient lighting?
Can the lower level bots get to the chest armor?
The red trim lighting doesn't seem to emit any ambient lighting, though I doubt anyone would really notice (or if the lights are strong enough to do so in real life).
I hate that blue force field floor at the very bottom of the map because it resultes in my death too many times in a match. How about adding a noticication system when you are near it that would should say... "be careful, you are close to your death"... then another noticication when you are right above that says... "I warned you!".
Well I hope these can help, but it seems the map has enough coats of Turtle Wax on it already.
The map was supposed to be in pack # 4 from the start but I don't want the thread to be public until the final release. I'll move the thread in the beta section next Friday & create a final thread wich is where this map belong. I leave it here temporary
Got it! - As far as feedback since your so close I'm not sure if you want any specifics from me. (I'm rusty at testing and this map is so far down the path that I feel like i'd be a day late and a dollar short - as the saying goes) heh .. I'll say though that it seems you have made another incredible map, always appreciate your attention to detail (no matter which direction you take a map) / holp, hy-brid, or next-gen.
-- Edited by 1xTrEmE on Monday 15th of October 2012 06:00:05 PM
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#uck the laser pointer .. I use a stinger mini-gun .......
Happy to know your fine & that even if rl wasn't obvious & easy your still fine. I wish you the best my friend hoping we'll hear from you from time to time. Not only as a mapper but also as a good friend
I know I have been gone for a while. but it's a bit hard to believe your still working on this map Steve! But after a 51 kill match, I can see the hard work and time that's been put into the map.
Well, I always finish what I start. But indeed it's far more dev time than what I imagine at first lol
While the overall design is a bit hard to learn, I think that's a good thing! The actual design of it fits the sci-fi theme and it seems to me some alien life form did design it (are you sure you're a human being? )
LOL
The materials and textures are looking great and while they look a bit odd (compared to what humans are used to), it fits well together with the "alien/sci-fi" theme.
THX
I also liked the various pics of robots around the map as I have always played a robot in the UT games.
Yeah, I remember you said you like playing with Liandri character, I thought of you while I choose to use those textures at the time hé hé & it fit's the story
I know it's a bit late to be making suggestions, but I will make them and you can "instagib" them down if you like.
Add some blocking volumes along walls that have protuding brushes.
I already add a BV where players can possibly be caught. Perhaps there is a specific spot
Maybe add some more metal (or different sounding) footstep sounds.
Map already use glass, metal & stone sound bud.
A lot of the doors aren't working, make sure your trigger volumes are set up correctly.
Except the doors coming from the belt, all of the other are only for deco.
The orange teleporter doors don't seem to be emitting any ambient lighting?
Odd they are... using a light volume
Can the lower level bots get to the chest armor?
Yep, low level bots collect the vest & do liftjump, no problem.
The red trim lighting doesn't seem to emit any ambient lighting, though I doubt anyone would really notice (or if the lights are strong enough to do so in real life).
Well, I had to choose between blue or red for that area of the map. Since the red emitting trim are facing downward, it's not logical to emit light upward as the bluwe forcefield do.
I hate that blue force field floor at the very bottom of the map because it resultes in my death too many times in a match. How about adding a noticication system when you are near it that would should say... "be careful, you are close to your death"... then another noticication when you are right above that says... "I warned you!".
It's a good idea but to complicated for me & in the other hand, it's the purpose of that area to be risky.
Well I hope these can help, but it seems the map has enough coats of Turtle Wax on it already.
Great work my friend!
THX for the last feedback bud. I do appreciate but I'm done with this map. Except adding BV in specific locations, I won't work on it more. Awesome feedback as always
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I tried to find some walls to really catch me, but the only one I could find is the shallow deco door "near" the flak cannon pick up base.
The comment I made about the fooste spounds really was directed to the main two colors you have on the floor. For some reason, I think the darker texture should be metal, even though they look the same. Not a big deal either way.
The comment about the doors not having working trigger volume, it was a joke that failed! As was the comment about the blue force field!
Unless it's my video card or my eyes, I don't really notice any ambient lighting for the orange teleporters.
The comment about the red lights is for all of the red trim lites (the ones that look like little balls). When I think about it, I don't think the red lighting would probably work well given that it's not a big light source.
Tried it out, did not find many things you might want to change but found some collisions that probably should be altered, nothing big.
**both of these are down by the shield belt, dangerous area which is why I'm leaning towards the wall so I dont fall down, and on these 2 spots which I marked by a red X in both screenshots I hit a collision and must go around it**
But I gotta say first, it's obvious to me that you've spent a lot of time on this map, small details like looking up through a small hole in the ceiling and I see a moon, perfectly aligned to that small hole and it's just great!
Also the Shield Belt room opening a door that can only be gone through that way (= no easy way to get shield belt) again, great!
The textures looks great and unique, had some trouble navigating to the upper level of the map but probably just takes some time getting used to the map. Item placement seems pretty much perfect although personally I would't use Enforcer here but I know you like it so I'll just leave it at that.
A1 was for the alpha 1 public release while B1 is the only "complete" release which only the UOF team can download.
RC1 is next. The pics in OP are from my personal version between B1 & RC1. RC1 will look better than the current pics because I use the final PP settings which represent my final vision of the map :)
I only have 1 last spot I want to finish & then, you will be able to play with RC1 hihi :)
Only the readme + ini & possible bug fixes ill be added in the final.
FYI, the current build as more than 3100 brushes ! This is insane for such a small map LOL
For a quick play, give B1 a go-go to have an idea but RC1 will be the definitive release to play before the final.