Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: DM-Mariane Beta 1


...

Status: Offline
Posts: 4235
Date:
DM-Mariane Beta 1
Permalink  
 


Here are my latest progress of DM-Mariane, roughly 90% finished. I work on it on my spare time since I released DM-Mégane.

I don't intent put to much time to make it look awesome & no fancy meshing neither. PS: don't expect a awesome looking level, my goal is to reach a visually descent level to look at but I put the emphasis on gameplay. Beside, it's rather a quick map (±3 months of work).

Enjoy the WIP (the pics do not show well the actual visuals, it's much better ingame) smile

View from sniper :

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

View from redeemer :

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

View from link gun :

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

Ideas, suggestions are welcome. THX for following biggrin

Beta 1

Note :

Many little visuals things need to be finished but gameplay wise, it's done and the gameplay satisfy me, the rest is purely aesthetic. the to do list is :

- Finish ambient sounds.

- Finish the floor with the red stone material where there is a flak + link + bio ammo.

- Add a bit more BV here & there.

- Add emitters for the 4 remaining jumpad (the 4 in the air).

- Add preview screen + readme txt file.

- Fix bugs if any.



-- Edited by stevelois on Thursday 16th of August 2012 03:25:15 PM

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4290
Date:
DM-Mariane WIP
Permalink  
 


looking very good Steve, classic orange/blue lighting color contrast always gives top result....like u just prooved it
do u plane to add some heavy pp around the playable area to materialise the heat from the lava?(u can check Chonglee DM-Glacial, he have some kind of nice distortion over his lava)
visually it s good but i dont think u need a lot of suggestions to get a nice visual result ...lol, u always do eyecandy levels^^
on the gameplay & layout side we cant really help without a run on the map....not that much things to point to you till u give us a first beta

keep it up!



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-MSI RTX2070SuperGamingX Trio-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-MSI DS300 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



Unreal Old Friend

Status: Offline
Posts: 11
Date:
Permalink  
 

****ing sexy map steve!

it does remind a lot in some manner to inferno and another map dont recall exactly... anyway! me likes!

__________________


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

@Blitz

Glad you like it so far bro biggrin

It already have distortion but you can't see it from the pics. I made one indeed & it look nice, been putting a good amount of time on that actually.

THX for the compliment about the visuals, but it will be lower than my standard this time, just want to make it look "ok". Not as awesome looking as Glacial, Cipe or Magma aww

A beta will be available asap my friend but I intent to post progress once in a while smile

@Dark

THX m8 biggrin

Stay tune for the updates wink



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

+1 to the others comments!
The Necris assets work very nicely in this enviroment.
Lava based maps always catch my attention due to the strong contrast in lighting schemes!

Thrallala done a beautiful job on his lava/garden themed Legacy map so I look forward to playing another lava themed map!

__________________

I like playing with stuff!



Unreal Old Friend

Status: Offline
Posts: 54
Date:
Permalink  
 

Looks awesome! I've been looking at a lot of maps here and I like what people are coming up with. Did it take you long to make?

__________________


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

@LPS

THX m8 biggrin

In fact, I look at Thrallala lava material to get started & I maded my own funky lava-like material. My first use of the lava theme & I quite enjoy it. Ther map use 4 terrains (never use them that much in such a  small map lol). Hope you like it m8 ! aww

@Winter

THX biggrin

Happy you like it. I work on it mostly the weekends since I released DM-Mégane. I didn't put to much time on it but now I'm in vacation so I work on it more. The layout was the longest part. The deco in the other hand is a bit complicated because I don't want to put to much time on the visuals but I'm seeking for something that look good & with a minimum of assets / materials smile Quite chalenging !



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



Level Designer

Status: Offline
Posts: 931
Date:
Permalink  
 

Very nice Steve, can't wait to play it!

__________________

czapnikdesign.com



Checkmate mate.

Status: Offline
Posts: 1022
Date:
Permalink  
 

Looking great bro. Keep it up.

Coming from the pictures, the map looks kind of small?
Could it be a 1v1 map perhaps?

Haha cant wait to shoot some novice bots down that lava (6)



-- Edited by Darkn3sSx on Saturday 11th of August 2012 02:48:03 AM

__________________


My Leveldesign Portfolio
Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Unreal Old Friend

Status: Offline
Posts: 12
Date:
Permalink  
 

Nice planning on the new UT3 map mate; love the visuals and lava. Looking forward to see this soon. biggrin


-- Edited by Tux Android on Sunday 12th of August 2012 06:56:08 AM

__________________

Currently on hiatus. Doing making some new voice packs in unforeseeable future.

Tip me on Ko-fi (new!)

“No matter how sweet I sound, everyone’s going to expect me to play the evil one.” – Christina Ricci



Unreal Old Friend

Status: Offline
Posts: 1022
Date:
Permalink  
 

Nice and sexy looking! Reminds me a bit of a mix of Unreal and Diablo in style, perhaps with a touch of DM-Inferno from UT2004.

I have a suggestion regarding lighting on the rocks of the map complex:
As you can see, the cliffwalls in the background of the castle-structure are way more lit than the rocks of the castle, I suggest to turn up the brightness of the lighting the lava emits and increase radius so the rock is covered in blood red and orange lighting from the lava up to the floor! Also, some of the castle structure could be affected by the lava lighting through "bounce light" (rocks and rock pillars that are lit reflect the light after all if you get what I mean ).

Just an idea, do as you please and see if it's worth it, but given the surroundings, I guess it would be a better approach to increase lighting there too.
Looking forward to a playable version (and this time I'll try to get to test it in time lol)..

__________________


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

@Darkn3sSx

THX bro.

It can welcome at least 10 adept players to 16 without problem. It look maybe small but apart Citius, it's my biggest DM so far, bigger than Nano I think ! It's a pleasure to throw players out in the lava hihihi LD

@Tux Android

THX m8 & I hope NOT to work to much on it AND release it soon too héhé :)

@Sly.

THX bro :)

I do plan to add a bit more brightness on the play area but the lighting on the surrounding isn't the same as the play area. I know it's not logical but I like this "not realistic" approach for a first time. A bit of Unreal lol. But in the end, I presume it will look nice because I'm a very "touchy" mapper lol



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



...

Status: Offline
Posts: 4235
Date:
Beta 1 available in first post
Permalink  
 


I finally made enough progress to release a beta biggrin

Many little visuals things need to be finished but gameplay wise, it's done and the gameplay satisfy me, the rest is purely aesthetic. the to do list is :

- Finish ambient sounds.

- Finish the floor with the red stone material where there is a flak + link + bio ammo.

- Add a bit more BV here & there.

- Add emitters for the 4 remaining jumpad (the 4 in the air).

- Add preview screen + readme txt file.

- Fix bugs if any.

Note: don't expect a awesome looking level, my goal is to reach a visually descent level to look at but I put the emphasis on gameplay. Beside, it's rather a quick map (±3 months of work).



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4290
Date:
RE: DM-Mariane Beta 1
Permalink  
 


yo bro,

just tryed it and i think i get your point about ur "objectives" on this map

gameplay is good, layout is efficient, music and sounds fits and lighting work nicely

details from thoses sections that i like less or not:

sounds:

-the jumppads sound is horrible to me ! lol...fits to a flipper imo!

-the lift sound is too "sweet"

 

visuals:

-not sure of thoses floatting jumppads...no way to give em a decent support?lol thoses are good for odedge space maps!

m7.JPG

-the portal coming from the redeemer could be inaccessible to all players if it was on a lil platform or so....going through it with no effect is weird and till u ve use the deemer the first time u ask you wtf this is ...

m3.JPG

Gameplay:

-the deemer platform is a pure camping fortress!! wait there with a shock or a sniper and a flack and u can welcome thoses who try to join u in "A" with ur flak and overspam the game with sniping skill...+ u get the deemer and have than from the portal easy access to health 25pts and the belt in a jump....too much!

m2.JPG

perhaps can u place the deemer on a lil risky ramp over the lava in "D" instead of  leaving it in "B"...

Collisions:

-here i m still standing on the BV of this rock....i m floating on nothing in fact

m4.JPG

-here u can get stuck in that angle on both sides

m6.JPG

-no damage whan standing near this flame

m1.JPG

 

all in all it s a very good and fun level again my cousin, i think i had push more on the dark side of this map to get a more scary athmo: music and name are very "sweet" to such a toasting place but bahh it s a question of tastes!

i had lot of fun to play this one, thx for sharing and keep it up



 



__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-MSI RTX2070SuperGamingX Trio-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-MSI DS300 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



Amateur UT mapper

Status: Offline
Posts: 736
Date:
Permalink  
 

Such a delight to play.

Some ideas I had I put into a pdf

http://www.mediafire.com/view/?0upo0okixr7t0fz

Suggestion for emitter see CTF-Immulsion



__________________


Connoisseur of Bourbon!

Status: Offline
Posts: 2912
Date:
Permalink  
 

Hey Steve, I gave this a quik shot last friday but my PC was stuffing around so my play time was cut short. I intend to have a much longer run on this over the next day or two!
From what I saw it's looking and playing very nicely so far M8!
Theme is turning out superbly!

__________________

I like playing with stuff!



Unreal Old Friend

Status: Offline
Posts: 54
Date:
Permalink  
 

I like the area where the shield belt is with planks overhead. The standalone tower is a nice touch too, it's cool jumping out over the lava thinking for a split second "am I going to make it?". (I'm happy to say I did. :))

I only had one notable issue with collision, after getting the shield belt if I go up the wooden plank and try to take a hard left next to the pillar I get stuck there quite easily. I also find the teleporter exit a distraction, often mistaking it as a pickup because it's near a health. All in all, excellent imo!

__________________


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

I did a quick look at your comments but won't work on this map until few weeks. Will comments back in due time.

But I wanted to say THX so far for the feedback everyone :D

__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.



Unreal Old Friend

Status: Offline
Posts: 1022
Date:
Permalink  
 

Things I enjoyed:

- The layout. At first sight it looks pretty unorganized and thus natural for such an environment, however, once you make your first steps you know what paths to take and within the first match I was able to navigate trough the entire map - and I enjoyed it!

- Nice atmosphere and surroundings, the skydome material is neat, however, it could need a bit more as it looks a bit bland, maybe the milkyway?

- Personally, I like the floating kickers, we need more surrealism in maps like it was in the good old days of arena shooters. Quake did have such too and this style reminds me a bit of a Quake III map I liked a lot.

- The fact that you used kickers once again makes me smile - I love them! They add a lot of speed to maps!


Things to improve:
- I suggest to add a bit more light/shadow contrasting via post process.

- The planks need a better texture, last plank leading to tiled floor/Bio Rifle passes a static mesh with stretched texture, you might want to do something against that.

- Bots seem to have a tendency to camp the Link Gun on the platform, no idea why, they tend to do this at every difficulty, not 24/7 though, but when I fought one I just stood still and the bot shoot at the spot where I was before, ignoring my new location, after some seconds he started to move. You should check this place.

- The round place with the Udamage needs another cylinder to create a step, it's a bit nasty if you can get stuck on it.

- Talking about getting stuck and planks, I suggest to deactivate the player-collision of the planks and replace it with a blocking volume that sticks into the ground at the ends of the planks because I got stuck at some places when attempting to walk on them.

- The lift seems a bit slow to me for the pace of the map. Just an idea what you could do with the lift: If you increase the speed, you could remove the roof of the construction, replace it by a broken one or something of that kind and make it possible to do liftjumps, I can imagine this can be fun combined with the Sniper Rifle.

- As the entire place is surrounded by lava, why not add a cylindric static mesh with a distortion material applied to it? The heat would be clearly visible due to this and the atmosphere can only profit from that!

__________________


...

Status: Offline
Posts: 4235
Date:
Permalink  
 

THX for the feedback m8 biggrin

Will look into all that asap aww



__________________

Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard