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DM-Dying Sun WIP

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  • replied
    Thank you for the update Ali! Nice optimization as well.

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  • replied
    Updated lighting...

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  • replied
    Thank you for the update the_hack!

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  • replied
    Have removed all the fog and stuff as i didn't realise how bad it was for performance. also removed meteors as i've never actually noticed them in-game, and set other decorations to appear only on medium settings. https://utcc.unrealpugs.com/map/186-DM-DyingSun

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  • replied
    Thanks again!

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  • replied
    Make sure you have the latest version - you played it in a very unfinished state (almost than 6 months before being finished). Visit here and subscribe to the map too, to get the updates. dm304

    https://utcc.unrealpugs.com/map/186-DM-DyingSun

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  • replied
    dm304 - friend me (the_hack) in game so i can enjoy the replays

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  • replied
    Played this recently with a few of the older guard members. No slow spots and a very busy vertical map. Thanks Hack.

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  • replied
    Originally posted by the_hack View Post
    Good to see you stuck it out to completion Ali! Thank you for the update!

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  • replied
    Done and dusted.



    https://utcc.unrealpugs.com/map/186
    Last edited by the_hack; 01-14-2018, 07:38 AM.

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  • replied
    Here's a duel the nearly finished version. A few weapons have been moved for the beat release, but you get the idea of the map.

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  • replied
    The layout looks really well thought-out and fun to play on. It could maybe use a bit more visual variety to make it easier to see where you are, though.

    By the way, if you would be willing to take a look at my map as well and give me some constructive feedback, I would really appreciate it. I'm trying to improve the layout and flow of the map as much as I can before I start doing an art pass.
    https://www.epicgames.com/unrealtour...-dm-roundabout

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  • replied
    For the mappers: So I thought it might be good to post some information on how i got a dark map to have decent visibility.

    Basically, having a skylight that casts no shadows does something similar, but better, to the post-process ambient cubemap hack to boost shadows. It will allow for a baseline visibility on top of which you can add other lights for atmosphere. Skylight at value 0.3 is enough to afford some basic visibility, 0.5 for darkly lit, 1 i think is standard.

    This also offers a more consistent lighting experience with and without 'simple forward shading'.

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  • replied
    Updated OP with beta 001 download. At this stage gameplay factors are final(ish), versions will be less iterative, and more effort will go into looks and feels, probably after a long break.

    Cheers

    https://s3-ap-southeast-2.amazonaws....wsNoEditor.pak

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  • replied
    I honestly don't think it's quite the good name for it.
    It has nothing of an element supposing a dying star.
    Unless you would add an outside deco setting in space, close to a dying star.

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