Announcement

Collapse
No announcement yet.

DM-Archer (Remastered)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    Outstanding map TomcaT_! Beautiful visuals and great layout! I especially love the sunset-facing hallway with snow blowing in. All the areas have distinct visuals to reinforce navigation, which is great. The attention to detail with props everywhere also makes the map feel alive. One area I thought could be improved is the shock/berserk room. Having to jump up those bricks hinders the flow a bit. Bots can also get stuck there sometimes. After jumping my way up to get the berserk, I wish I didn't have to go back down, and there was another way back to the center. Perhaps you can connect these two places:

    Attached Files
    Email: hanwaylin@gmail.com
    Maps: DM-Hollow (WIP)

    Comment


      #17
      Originally posted by Archer6621 View Post
      Didn't try the previous version out before. As others said, looks great and plays great, in fact, it actually runs really really well performance-wise for me. Big fan of the snow effect combined with sunset The map also gives me a bit of a UT2004 vibe.

      Just feel that the water in that blue room looks a bit too blue (if it is representing water), I would mistake it for fog if it didn't make splash sounds, but maybe some low hanging fog could also look really cool in there.
      I actually used to have fog down there, but found that it occluded the environment a little too much. It's less water, more of a weird glowing water, inspired by Blackreach from Skyrim, and the many other places it's used in fantasy visuals. I'll admit it doesn't look like actual water, but it's a stylistic choice.

      Originally posted by Rainmaker_CZ View Post
      Now when I played it I realized I played the older version as well (a year ago?). Really lovely visuals, theme, colour AND PERFORMANCE! One of the top performing meshed maps on my low-end laptop. Plays very well. It is difficult to boot-jump up to vials from the "whatever-is-called-the-red-thing-which-speeds-up-shooting" area. Also some walls could be flat even when detailed modelled to allow easy wall-run and avoid players getting blocked - especially middle square of walls in the flooded shock area - I am getting stuck by pillars.
      Interesting, I suppose in my many hours I actually never tried that... :P So you're proposing an invisible wall there in the name of gameplay over visual sense?

      Originally posted by Hanway Lin View Post
      Outstanding map TomcaT_! Beautiful visuals and great layout! I especially love the sunset-facing hallway with snow blowing in. All the areas have distinct visuals to reinforce navigation, which is great. The attention to detail with props everywhere also makes the map feel alive. One area I thought could be improved is the shock/berserk room. Having to jump up those bricks hinders the flow a bit. Bots can also get stuck there sometimes. After jumping my way up to get the berserk, I wish I didn't have to go back down, and there was another way back to the center. Perhaps you can connect these two places:

      In some of my earlier versions (UT2004 and early early UT4) I had a path there, but elected to remove it in the name of making the Berserk catwalk a more exclusive position, accessible by scaling the side of the pillar or going the route overtop of the rear stage. I understand the idea of having a same-plane access out of the room, but it also introduces same-plane access to the Berserk. It's certainly an option but I'm not sure it would work quite the way we're idealizing here. As for the bots, yeah they suck at that whole area a lot, still trying to figure out why, so bear with me :P

      Thank you everyone for playing the map and giving feedback, I'm also glad the performance is great, that was a goal for the remaster but I didn't have a way to test until you've played it on a lower-spec PC, so good to hear!
      Design | Production | Development

      Portfolio: http://www.nickburnsdesign.net
      ArtStation: https://www.artstation.com/artist/nickburnsdesign
      Studio Website: http://skypyre.com/
      Behance: https://www.behance.net/nickburnsdesign
      YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

      Comment


        #18
        Originally posted by TomcaT_ View Post
        Interesting, I suppose in my many hours I actually never tried that... :P So you're proposing an invisible wall there in the name of gameplay over visual sense?
        Exactly. It is quite a common practice on official CTF-TitanPass meshed map (or certainly was in previous, now completely reworked version).
        https://www.epicgames.com/unrealtour...id=19962&stc=1
        https://www.epicgames.com/unrealtour...id=19967&stc=1

        Comment


          #19
          Originally posted by TomcaT_ View Post
          In some of my earlier versions (UT2004 and early early UT4) I had a path there, but elected to remove it in the name of making the Berserk catwalk a more exclusive position
          What about, making a barricaded passageway there ...you can still see and shoot through it at the person who try to get the Berserk pick-up, but you can't reach it from there.
          ,,|,.............................................................................................coffee addicted !!!

          Comment


            #20
            Originally posted by Rainmaker_CZ View Post
            Exactly. It is quite a common practice on official CTF-TitanPass meshed map (or certainly was in previous, now completely reworked version).
            https://www.epicgames.com/unrealtour...id=19962&stc=1
            https://www.epicgames.com/unrealtour...id=19967&stc=1
            Thanks for noting that, it's been fixed for the next build! Nice, buttery smooth walls.

            Originally posted by papercoffee View Post
            What about, making a barricaded passageway there ...you can still see and shoot through it at the person who try to get the Berserk pick-up, but you can't reach it from there.
            I'll give just the passage way a try to see if it helps, if it's detrimental to the challenge of getting the berserk I'll try the barricade. But I'll keep a copy of the original of course.
            Design | Production | Development

            Portfolio: http://www.nickburnsdesign.net
            ArtStation: https://www.artstation.com/artist/nickburnsdesign
            Studio Website: http://skypyre.com/
            Behance: https://www.behance.net/nickburnsdesign
            YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

            Comment


              #21
              Hope you'll do a re-cook soon for the latest January 2017 UT update.

              Comment


                #22
                Originally posted by FSTIV View Post
                Hope you'll do a re-cook soon for the latest January 2017 UT update.
                Funny enough, I set it to bake overnight, should be uploaded today!
                Design | Production | Development

                Portfolio: http://www.nickburnsdesign.net
                ArtStation: https://www.artstation.com/artist/nickburnsdesign
                Studio Website: http://skypyre.com/
                Behance: https://www.behance.net/nickburnsdesign
                YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                Comment


                  #23
                  Unfortunately due to a problem I am having with Unreal Engine right now, I can't recook the map for the latest build. I am unable to rebuild the lighting for the latest engine update. I've tried at the issue for several days, and I'll research some more but otherwise I may have to wait to recook it for the next build. My apologies to those who were interested in playing it for the current version.
                  Design | Production | Development

                  Portfolio: http://www.nickburnsdesign.net
                  ArtStation: https://www.artstation.com/artist/nickburnsdesign
                  Studio Website: http://skypyre.com/
                  Behance: https://www.behance.net/nickburnsdesign
                  YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                  Comment


                    #24
                    Originally posted by TomcaT_ View Post
                    Unfortunately due to a problem I am having with Unreal Engine right now, I can't recook the map for the latest build. I am unable to rebuild the lighting for the latest engine update. I've tried at the issue for several days, and I'll research some more but otherwise I may have to wait to recook it for the next build. My apologies to those who were interested in playing it for the current version.
                    That's some bad news indeed. GL in sorting it! and count on it being back on the LoPing lineup when fixed!
                    LoPing
                    Explosive High Voltage UT99

                    Comment


                      #25
                      Originally posted by TomcaT_ View Post
                      Unfortunately due to a problem I am having with Unreal Engine right now, I can't recook the map for the latest build. I am unable to rebuild the lighting for the latest engine update. I've tried at the issue for several days, and I'll research some more but otherwise I may have to wait to recook it for the next build. My apologies to those who were interested in playing it for the current version.
                      You might be able to get it to work be deleting your Swarm Agent cache. That has worked for me and many others. Check out barsam's post HERE.
                      Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

                      Comment


                        #26
                        Originally posted by MΛuL View Post
                        You might be able to get it to work be deleting your Swarm Agent cache. That has worked for me and many others. Check out barsam's post HERE.
                        Oh good idea, I'll give it a try and let you know. Thanks!
                        Design | Production | Development

                        Portfolio: http://www.nickburnsdesign.net
                        ArtStation: https://www.artstation.com/artist/nickburnsdesign
                        Studio Website: http://skypyre.com/
                        Behance: https://www.behance.net/nickburnsdesign
                        YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                        Comment


                          #27
                          I really like the video you have made, showcases the map very well. Looks clean!
                          RASTE IN PEACE !
                          Maps: DM-Hydraulics | DM-Affliction
                          Weapon: Redeemer

                          Comment


                            #28
                            Originally posted by Raste View Post
                            I really like the video you have made, showcases the map very well. Looks clean!
                            Thank you, I appreciate that!
                            Design | Production | Development

                            Portfolio: http://www.nickburnsdesign.net
                            ArtStation: https://www.artstation.com/artist/nickburnsdesign
                            Studio Website: http://skypyre.com/
                            Behance: https://www.behance.net/nickburnsdesign
                            YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                            Comment


                              #29
                              Just an update: I was hoping that a new build on the game (and editor) would resolve my light building problem but it appears to have not. So I'm going to take the nuclear approach and semi-meticulously move everything from one map, over to a brand new empty level, and build it there. This may take some time so for those that do like the map and are waiting for it, I appreciate your ever-present patience. Thanks!
                              Design | Production | Development

                              Portfolio: http://www.nickburnsdesign.net
                              ArtStation: https://www.artstation.com/artist/nickburnsdesign
                              Studio Website: http://skypyre.com/
                              Behance: https://www.behance.net/nickburnsdesign
                              YouTube: https://www.youtube.com/channel/UC0x...jPpwOaGvGTniAw

                              Comment


                                #30
                                Shame that the problems still there TomcaT_, GL on fix'n this pearl!
                                LoPing
                                Explosive High Voltage UT99

                                Comment

                                Working...
                                X