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CTF-Azimuth
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Originally posted by NATO_chrisjm View PostYeah if I had a vote I'd say this should be looked at for the next marketplace pass. Awesome work!
Originally posted by ericcarl View PostThis looks great! In game I'm not getting textures though, just a grey checkerboard pattern on everything. Am I missing something? I'm running on OS X.
Probably an issue with the OSX version of the game. Try poking around the troubleshooting forums or the discord to see if anyone can help you out.
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Updated for the new build.
I've been having an issue with this for a while where this particular spot performs very poorly in comparison to the rest of the map. According to the editor it is rendering nearly 900 decals from this position. There are only 2800~ in the entire map, and most of them cull very aggressively. I'm at a complete loss as to why this is happening, and can't figure out what is causing all of these decals to render from this position. If anyone here has any insight into what might be causing this I would greatly appreciate it.Last edited by Envieous; 03-15-2017, 05:12 PM.
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Just downloaded it and played a botmatch to check it out. I really like the looks of the map and the rain effects!
I noticed a few thingies all around which I'm not keen on:
- Once I grabbed the flag from the enemy base, went to the terrain outside the base, was about to enter my base by taking the left path... and it turns out it's a total deadend!I can understand the decision of not opening any door to the base on one side, but I think such a deadend should have some other use apart from holding 3 meaningless ammo pickups. Perhaps it could have a route or a jump pad to the top of the map? It really needs some other way to get out of there IMO.
- The bottom floor of the bases, under the Flag, is also a deadend which might confuse new players. I think having a jumpad behind the flag, from the low floor to the Flag floor, could be an interesting addition. Just make the jumpad strong enough so it keeps players in the air for some time, making them vulnerable.
- I didn't like the placement of the 2 healths shown in the 6th screenshot. That kind of single-jump spot is too flow-stopping IMO, and not cohesive with the way that all the other double healths have been placed in the map.
- I noticed an 'invisible wall' collision problem in the hallway from Stinger to Armor. I think it happens on both bases.
- The rain kills my framerate...Not sure if there's something you can do about this, though. It looks great, but perhaps you could get rid of it only on lower detail settings? Inside the bases performance gets noticeably better here.
That's all I can remember. Congrats on finishing such an awesome map!Last edited by TheGlecter; 11-11-2016, 12:18 PM.DM-Batrankus is out on the UT Marketplace! Enjoy!
My UT Maps: | JB-Makoy (UT3JB) | JB-Fragtion2 (UT2004JB) | CTF-Opposite (UT2004) | VCTF-Antropolis (UT2004) |
My Puzzle Levels: | Tetrobot and Co. | Portal 2 | Toki Tori |
My Localizations: | Killing Floor |
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Originally posted by G.Lecter View Post- Once I grabbed the flag from the enemy base, went to the terrain outside the base, was about to enter my base by taking the left path... and it turns out it's a total deadend!I can understand the decision of not opening any door to the base on one side, but I think such a deadend should have some other use apart from holding 3 meaningless ammo pickups. Perhaps it could have a route or a jump pad to the top of the map? It really needs some other way to get out of there IMO.
Originally posted by G.Lecter View Post- The bottom floor of the bases, under the Flag, is also a deadend which might confuse new players. I think having a jumpad behind the flag, from the low floor to the Flag floor, could be an interesting addition. Just make the jumpad strong enough so it keeps players in the air for some time, making them vulnerable.
Originally posted by G.Lecter View Post- I didn't like the placement of the 2 healths shown in the 6th screenshot. That kind of single-jump spot is too flow-stopping IMO, and not cohesive with the way that all the other double healths have been placed in the map.
Originally posted by G.Lecter View Post- I noticed an 'invisible wall' collision problem in the hallway from Stinger to Armor. I think it happens on both bases.
Originally posted by G.Lecter View Post- The rain kills my framerate...Not sure if there's something you can do about this, though. It looks great, but perhaps you could get rid of it only on lower detail settings? Inside the bases performance gets noticeably better here.
That said, what are your specs, because I haven't found them to be very demanding on my system, and am consistently being held back by the map's couple thousand drawcalls.
Originally posted by G.Lecter View PostThat's all I can remember. Congrats on finishing such an awesome map!
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Originally posted by Selentic View PostIt's an inelegant spot, and a holdover from the original layout, but I haven't come up with any ideas for fixing it that would also look good, and since it's so minor (players may go there once, realize it's not a path, and then not do it again) I haven't really touched it. If I come up with a good idea for it I'll do something with it.The level architecture is attracting you to the deadend, because the deadend path is much wider than the Belt doorway you're supposed to take. I wouldn't expect players to be trapped at the deadend just once... And yet, you're right... It's super-hard to come up with a good idea for that spot!
What about adding a force-field instead of a wall, from the deadend to the LinkGun? By force-field, I mean some kind of wall you can shoot through but you can't walk through. It would still be a deadend, but there would be a new strategic line of sight which could make it a little more useful. You might even want to enable translocating through it perhaps, and it could actually be some kind of window instead of a force-field...
You could also place Sniper Rifles in the deadends since the map hasn't that weapon currently, or move those nearby groups of vials. If the reward is nice enough, the deadend might actually make some sense.
And last but not least, the lights of that zone could be toned down a little, and the decal arrow on the wall pointing to the right should be removed IMO.
The flag room is designed to act as a soft spawn room for players, the pit, alcove, and the area under the window where players spawn are meant to be worthless space to the other team. My absolute least favourite part of ut ctf is that spawns are typically scattered all over in places that are totally unpredictable unless you've played the map a dozen times and learned every single one. I'll take players potentially being confused once, before they've explored the map, over having players spawn in illogical spots.
Anyway, I don't see why having a jumpad behind the flags is incompatible with your spawn room idea.
Pics of the spot and I'll look into it
Unfortunately there isn't a setting to toggle, that I can find atleast, what detail level particle emitters are enabled on like there is for meshes and decals. If there is then I'll definitely disable them on lowest settings.
That said, what are your specs, because I haven't found them to be very demanding on my system, and am consistently being held back by the map's couple thousand drawcalls.Last edited by TheGlecter; 11-11-2016, 03:21 PM.DM-Batrankus is out on the UT Marketplace! Enjoy!
My UT Maps: | JB-Makoy (UT3JB) | JB-Fragtion2 (UT2004JB) | CTF-Opposite (UT2004) | VCTF-Antropolis (UT2004) |
My Puzzle Levels: | Tetrobot and Co. | Portal 2 | Toki Tori |
My Localizations: | Killing Floor |
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Originally posted by G.Lecter View PostHonestly, I wouldn't call that a minor issue.The level architecture is attracting you to the deadend, because the deadend path is much wider than the Belt doorway you're supposed to take. I wouldn't expect players to be trapped at the deadend just once... And yet, you're right... It's super-hard to come up with a good idea for that spot!
Originally posted by G.Lecter View PostYou could also place Sniper Rifles in the deadends since the map hasn't that weapon currently, or move those nearby groups of vials. If the reward is nice enough, the deadend might actually make some sense.
Originally posted by G.Lecter View PostAnd last but not least, the lights of that zone could be toned down a little, and the decal arrow on the wall pointing to the right should be removed IMO.
Originally posted by G.Lecter View PostMany people are against spawn rooms and predictable spawn locations because they may encourage spawn-raping. It's an interesting topic for discussion, though...
Originally posted by G.Lecter View PostAnyway, I don't see why having a jumpad behind the flags is incompatible with your spawn room idea.
Originally posted by G.Lecter View PostStinger spot. Try to run next to the wall. It's quite easy to notice actually.
Originally posted by G.Lecter View PostI think those settings are hidden somewhere inside the Particle System editor, but I can't confirm it...
Originally posted by G.Lecter View PostLenovo Laptop | i7-4700MQ 2.40GHz | 16GB RAM | GeForce 755M | Win10 x64Last edited by Envieous; 11-11-2016, 07:47 PM.
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Updated to new version:
https://redirect.playunreal.com/ut4/...wsNoEditor.pak
Changes:
Fixed a serious collision error
Rain particles will not render on low settings
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Originally posted by Mr Van View PostThanks Selenic! downloading..
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Originally posted by MΛuL View PostFor some reason, the version I downloaded is incompatible with UT. Is the old one RC3 and the new one RC3 also? Do you think you could update the one on your PlayUnreal account instead of MPF since most admins have switched to that?
Here, try this one: https://redirect.playunreal.com/ut4/...wsNoEditor.pak
nvm that one is out of date too somehow, I'll compile a new version tomorrowLast edited by Envieous; 01-29-2017, 01:20 AM.
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