Not enough time for me to stay active on forum but I still keep an eye on you !
So back on subject, I work since few days on this map and I'm close to something decent, that's why I have thought to propose you to take a look on it and tell me your opinion.
Expect z-axis and lot's of action with about 8 Bots/Players inside !
That map looks simple yet nice! Just downloaded it. Even though I didn't get to play it yet, I can tell from the shots that the floor texture with the hexagons could be upscaled a bit.
Hey brothers, thx for your warm welcome, it's nice ;)
Just to say to not take account of the design, it's actually a mix of 2 directions (sf-x or old building), I think go to the second...
Oh and don't pay attention to the music too, it's just for me lol, I will change it for something more conventional, or at least according to the deco theme I will choose ;)
The bot pathing is really early too, but tell me what you think about the weapons placement and the gameplay, especially with the multiple jumpad (those who lead to the flack, personnaly I love). I think put some lifts in the future too.
lol....i tryed it yesterday and now i feel rassured about the music....+.+ i like the global layout, a bit too much jumpad to my tastes (glad to hear u ll perhaps replace some of em by some lifts) and the feeling to not know where i am from time to time and sometimes i was jumppaded accidently by walking backwards other detail i m not a fan of double damage and berserk in same map but bah ...i bet it s personnal feeling i found weird to have the rocket launcher on this lil island, the place worth something better imo (armor,shield belt or DD)...i found too risky to go there just to grab the RL which i found fun to use from the top but not really from the bottom dunno exactly what u plane to do with the windows: BV or playable areas? the layout allows all kind of mooves like always on your maps and it s pure fun to play on them nice start.....keep it up, the map rock solid!
a bit too much jumpad to my tastes (glad to hear u ll perhaps replace some of em by some lifts)
Lol I have thougth keep the jumpads + add lifts !
But by thinking, I can replace the jumpad on the botom close to the RL by a lift (and keep ability to jump with liftjump), and remove the second jumpad on the platform above the UD, for the others, I keep it !
other detail i m not a fan of double damage and berserk in same map but bah ...i bet it s personnal feeling
I know, but it's for my pleasure, and I have try to make difficult to take the berserk... Oh, and what you will tell if you have found the invisibility under water lol
i found weird to have the rocket launcher on this lil island, the place worth something better imo (armor,shield belt or DD)...i found too risky to go there just to grab the RL which i found fun to use from the top but not really from the bottom
I have try something here... I will wait what think others guys before change that, and maybe put an armor instead, it's an ideal place for that !
dunno exactly what u plane to do with the windows: BV or playable areas?
Yes, BV + old rusty grid or something
the layout allows all kind of mooves like always on your maps and it s pure fun to play on them nice start.....keep it up, the map rock solid!
So I had a good match on it & it's a good start :)
The layout is very cool, lot's of gameplay possibilities. The triming is great :D
What I think is to much is the powerups. 1 would suffice taking the size of the map. Bots have trouble navigating underwater anyway. The Udamage placement is good imo.
About pickups placement,
- RL placement is a bit weird & would be more suitable for a armor like the vest. - The platform where 2 medium health are located beside the flak is cool but the jumpad nearby are more annoying than anything else. I would remove both jumpad because after all if you go there, it must be a bit risky for 50 health points. Now you get out of that area to quickly. - There is an opening below the helmet, I thought that was a lift at first. A lift there would be good because the access to that small platform is not that easy. - Some medium health placement would be better if there was not in the middle of the corridor / path imo.
As for the rest of the pickups it seem ok but I'll need to play more.
Since you don't know which theme you'll choose, I won't bother commenting the visual (but I must say I like the sky). The audio track is good too (couzin Eric don't like trance music hihi :p. BTW, I have the original mix of that song on a 12 inch and it's a blast!).
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Great work on DM-Brave, I like the novel layout. The water shader had me quite mesmerized - very tropical. Top effort on the announcer awards - they so much flare to the level. :D
I'm biased against the berserk but I'll thats just my personal preference. There is a player start that is right on top of a jump pad - i found it added too much chaos when acquiring first weapon. I'd suggest avoiding landing on the jump pad, else increase the stringency (lower freedom of movement) for that pad. Little else stood out, if I get more time I'll post more impressions. Its great fun to have a new map, I'm really dig the custom assets, keep up the good work.
-- Edited by Achernar on Saturday 2nd of June 2012 01:47:53 PM
I won't comment much on pickup placement as others have covered that! Layout is very nice and it looks quite cool with the some the sharp angles you've got going there! I really like that Trim! Can't wait to see it with final lighting!
I'm at office now so no time to make a big reply, just to thanks you for your comments, I have take accounts of its and you can expect a beta 5 soon ;)
Nice Map. The layout feels ut2k4-ish with a little touch of quake. The new style looks good. Quite harmonious and the base color combination is also well done.
Nice Map. The layout feels ut2k4-ish with a little touch of quake. The new style looks good. Quite harmonious and the base color combination is also well done.
+1 to all that, the only detail i didnt like was the horizon line on the sea through the windows, i found it too "blurry" and it give the feeling to be "too close"....but np it s unreal haha^^
the map plays nicely and it s like if it was done for old flying monkeys shomboing all around...with dodge-jump mutator it s just heaven thx for ur work
edit: i forgot to say that sometimes a bot is stuck in the swimming pool near the armor lil island
-- Edited by Bl!tz on Wednesday 27th of June 2012 12:57:09 AM
This map looks refreshing from the start (according to the two screenies). I'll try it out soon. Sorry for not trying your "Beta 4" version for my humble exhibition.
-- Edited by Tux Android on Wednesday 27th of June 2012 07:21:38 PM
__________________
Currently on hiatus. Doing making some new voice packs in unforeseeable future.
All ya changes since the beta are top M8! Love the material and lighting overhaul! The wood works very well with the large stone and I still liking that trim M8! All in all the visuals are quite crisp and very easy on the eye!
I also really like how the lowest area is all under water! I think this adds a nice gameplay change to the map!(plus it looks good!!)
No complaints or suggestions from me M8...it's all good!
Had a quickmatch & I must say all the layout / pickup changes / added lifts are for the better :D
As Achernar mention, a bit of trimming in pic # 2 would be good. As for the visuals, lighting is much better & the updated materials fit's very well.
Small things :
- Palm trees are looking good but they need to have more darker spots beneath their "branches", they are light to uniform. Make sure your using lightmap not vertex lighting. - I suggest you use Nobiax plants instead of the default ones & his textures for the floor, your level will look much better & more custom. He have many textures that can fit this map very well :) - I don't think the music fit's well. Maybe for a match or 2 but if your planning to play more, it get on your nerves (this comment is coming from a guy who listen electronic music 50% of his listening time lol).
I'll try to play more but this is what I found in my few matches.
Keep up the great work cousin :)
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
All ya changes since the beta are top M8! Love the material and lighting overhaul! The wood works very well with the large stone and I still liking that trim M8! All in all the visuals are quite crisp and very easy on the eye!
I also really like how the lowest area is all under water! I think this adds a nice gameplay change to the map!(plus it looks good!!)
No complaints or suggestions from me M8...it's all good!
Cool, glad you like it Lord !
Yeah it's refreshing to have water on a map, as old Quake map ;)
Bl!tz wrote:
Achernar wrote:
... Music is fantastic ....
+.+......muhahaha
stevelois wrote:
- I don't think the music fit's well. Maybe for a match or 2 but if your planning to play more, it get on your nerves (this comment is coming from a guy who listen electronic music 50% of his listening time lol).
To All, the music is TEMPORARY lol
stevelois wrote:
Had a quickmatch & I must say all the layout / pickup changes / added lifts are for the better :D As for the visuals, lighting is much better & the updated materials fit's very well.
Great ;)
Small things :
- Palm trees are looking good but they need to have more darker spots beneath their "branches", they are light to uniform. Make sure your using lightmap not vertex lighting.
Good suggestion, I will try that ;)
- I suggest you use Nobiax plants instead of the default ones & his textures for the floor, your level will look much better & more custom. He have many textures that can fit this map very well :)
I have to take a look to that (I have already make some change on the textures of the floor, see first post and let me know what you think)
I have now 3 separates levels, with metal, stone and wood floor, I thin it's work well.
Keep up the great work cousin :)
Thx for your comments cousin ;)
Thx guys, I appreciate !
I just have my brand new internet connexion at home, so I will be more on buisness now ;)
Bye !
-- Edited by NOVA on Wednesday 4th of July 2012 07:18:59 PM
Ah, well, the floor material I like more is the stone one in the first pic to the left.
The metal look good too but not as good as the stone imo. Therefore, the trimming make it look better & fit's like a glove.
The metal triming come from UT2k4 as the metal floor, so it's not "eye candy" but participate to the 2k4 ambient ;) However, I will see what I can obtain for the floor with tweak a bit the normal map...
The wood is ok but need to look older / damaged to look on par with the stone / metal material.
Actually I have added a dirty layer on it, but I don't want add this effect too much to keep the aspect of wood "attacked" by salt, who make sence cause the ocean arround...
But I have in mind to make some bsp work on the wood planks on some places to obtain break/damaged effect ;)
And plz, stop changing the audio track everytime you release a beta damn it !!! LOLLL
MDR, You know I play at least as much as I work on a map so it's refreshing for my ears to change music from time to time ah ah ! (this one is a remix I have make but definitly not fit the theme, be reassured)
I forgot to say the last time that the announcements are awesome :D
Eh eh, THX, my personal touch as always, those announcements are my addiction to that game !
CYA !
-- Edited by NOVA on Thursday 5th of July 2012 05:38:05 PM
NOVA wrote:The metal triming come from UT2k4 as the metal floor, so it's not "eye candy" but participate to the 2k4 ambient ;) However, I will see what I can obtain for the floor with tweak a bit the normal map...
Just give it a serious texture/material rework and those metal trims will look great.
And yeah, those cobble stones are crying out for a nice normal map and bump offset. The stones color also does not fit that well, I would turn down the colorfulness and adjust the teint.
For the floor wood texture you should consider making it seamlessly tileable and less blurry since it has that large scaling.
Hey man, what's up for you ?! glad to see you too bro
Very nice palm trees buddy.....LOL
Hey hey, YOUR palms tree make my day when I have think to put some on this map, and I have remember you have palms on your map remake "island hope" so...
Do you give me officially the permission to use it on the final version ?
Just give it a serious texture/material rework and those metal trims will look great.
You all want give me extra work on this map, damn lol
And yeah, those cobble stones are crying out for a nice normal map and bump offset. The stones color also does not fit that well, I would turn down the colorfulness and adjust the teint.
This material has been already tweak by me, but as you I'm not totally satisfy by it, need more work...
For the floor wood texture you should consider making it seamlessly tileable and less blurry since it has that large scaling.
Yeah you're right, but I'm not confortable with those kind of work. If you wanna help me, you're welcome !
No problem, I always like to do some little textur and modeling work. Just send me a PM or post a download link.
Taking the metal for example, the diffuse and specular map need some highlights and the normal map should be made from a real heightmap to simulate some real geometry :)
Btw, those ut2k4 textures remind me of Blitz' Insidious remake that received a complete visual refresh, too.
-- Edited by mAlkAv!An on Friday 6th of July 2012 10:12:55 AM
-Actually I was thinking the water material needs some depth biased alpha - as you can see the plane as you pass through it. I can prep some instructions if you need for the shader.
Ok, I understand now, it's done.
-I see you did not add any grunge to the brick material under water - you must have some ninjas cleaning it considering how many times it serve as a kill zone.
lol
Hum it will be a pretty much work to make that by considering the construction of the BSP at this place, I will see if I have the time to make that or adding decals...
Oh yeah one more factor please re-jig player starts closer to weapons.
I have remove the one close to the FL, and RL.
Overall this is a very fun, hard core map ...
That's what I like to hear, glad you have fun with it !
Keep up the good work
-- Edited by NOVA on Monday 9th of July 2012 07:13:38 PM
-Actually I was thinking the water material needs some depth biased alpha - as you can see the plane as you pass through it. I can prep some instructions if you need for the shader. -I see you did not add any grunge to the brick material under water - you must have some ninjas cleaning it considering how many times it serve as a kill zone. -Fair point about the jump pad ex thigh pad. -More to Diesalot for the palms
Oh yeah one more factor please re-jig player starts closer to weapons.
Overall this is a very fun, hard core map with very pleasing visuals. I really like the new pics, looking forward to trying the RC/ Final...
As an example shader, something like this may get you started - although its only a rough guide.
Everything after the add coming of the first multiply on the Diffuse channel institutes the speceled pattern. So in this e.g. the HU_Walls_BSP_Concrete01_D would be your blocky brick texture. (I hope that makes sense )...
-- Edited by Achernar on Monday 9th of July 2012 08:36:44 PM
- Palm trees are looking good but they need to have more darker spots beneath their "branches", they are light to uniform. Make sure your using lightmap not vertex lighting.
I have checked the palm SM, there is no lightmap UV's channel on it...
But for me it's not a major trouble, I like it as it is.
I just add on the map the Nobiax's barrels, maybe I will try his palm...
Nobiax models don't have a second uv channel for lightmaps either, just saying.
NOVA wrote:
Achernar wrote:
-I see you did not add any grunge to the brick material under water - you must have some ninjas cleaning it considering how many times it serve as a kill zone.
lol
Hum it will be a pretty much work to make that by considering the construction of the BSP at this place, I will see if I have the time to make that or adding decals...
It is possible do a texture blending completely in the material editor, based on the world z-axis. All you need is a grunge texture that is beeing added to the base material.
As an example shader, something like this may get you started - although its only a rough guide.
Everything after the add coming of the first multiply on the Diffuse channel institutes the speceled pattern. So in this e.g. the HU_Walls_BSP_Concrete01_D would be your blocky brick texture. (I hope that makes sense )...
I know make that but as Oliver says, it will on all the texture.
My trouble is that the material is applied on this place on BSP face who run from bottom to top of the map....
mAlkAv!An wrote:
What about something like this instead? Same brick material everywhere, no BSP rework:
This is exactly what I need, I was not aware of that possiblility on material ed...
Could you explain me more how you tell to the "dirty mask texture" to appear on a certain height on the world, and not on the overall texture ???
-- Edited by NOVA on Tuesday 10th of July 2012 11:21:57 AM