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Lea Observatory (Duel / DM Map)

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    #16
    Originally posted by CaptainMigraine View Post
    Oh, and beforehand, the windows contained physical shutters... yet you could still shoot through the windows. That was probably even more confusing for people, which is one of the main reasons why I changed them to force fields.
    Not sure if you realize this or not, but just in case you don't.

    If you don't add collision to a mesh like your original grates in those windows, mesh surfaces will still block weapons fire, but not players, bots, cameras, etc... Add an invisible wall to block players and such and you wind up with a nice grate that allows firing between the bars while the bars still block shots and decals for hits on the mesh (burn marks etc.) look right.
    Last edited by MoxNix; 08-14-2015, 01:38 AM.

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      #17
      Originally posted by MoxNix View Post
      Not sure if you realize this or not, but just in case you don't.

      If you don't add collision to a mesh like your original grates in those windows, mesh surfaces will still block weapons fire, but not players, bots, cameras, etc... Add an invisible wall to block players and such and you wind up with a nice grate that allows firing between the bars while the bars still block shots and decals for hits on the mesh (burn marks etc.) look right.
      Collisions 101, friend. Yes, I knew about this. I didn't do that because the increased accuracy/precision required to hit between the bars, would invoke a temporary camping response. Players would stop momentarily to fire between the bars. I want players to do ridiculous mid air moving combos and sniper headshots through the windows. If your aim was off by a few pixels, your potentially ridiculous shot would be denied, and might even discourage future attempts. I want players to feel good for their efforts, not constantly let down by an overly steep difficulty curve. It's hard enough to hit shots through the windows. Additionally, what you're suggesting would actually bias in favor of the camping player, since it's easier to land a shot while standing still and close to the window, compared to a player who is far away and might be moving. As a fast paced arena shooter, you can see why I would perfer to avoid things that encourage camping (if I can help it). Trust me, I've given this some thought. lol
      Last edited by CaptainMigraine; 08-14-2015, 02:02 AM.
      Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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        #18
        I see collisions as a way to tweak the gameplay in a map. Ultimately it's the mapper who has to decide and implement the best they can collisions to optimize the gameplay as they see fit, since they are in charge of creating a whole experience for the players.

        Furthermore, this is a duel map. In duel such tweaks are frequent and basically what the players ask for. And don't forget that maps with little "bugs" like this are often better remembered for the fun they provide than an perfectly clean yet a bit boring map.

        My two cents
        RASTE IN PEACE !
        Maps: DM-Hydraulics | DM-Affliction
        Weapon: Redeemer

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          #19
          Updated to new experimental version. Changed scale to 4% instead of 4.5%. Fixed a few collision issues.
          Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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            #20
            Hey Captain,

            Fantastic map, used to play the original one back in the day, and may I say, I gave your map a shot, and love it to bits. I'm a sucker for sci-fi clean environments. :P

            That being said, just have a quick question regarding sharing the level. How exactly did you go about in sharing your map? I mean, do you use the in-editor "Share Level" function, or do you share the level the old school way by archiving it and uploading it to a sharing website. Reason I'm asking is, I've been working on a level for a few weeks now, and I'm keen on sharing the first public version of it, but not too sure which way should I preferably use to share the in-development build level.

            Keep up the great work!

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              #21
              Originally posted by Xelus View Post
              Hey Captain,

              Fantastic map, used to play the original one back in the day, and may I say, I gave your map a shot, and love it to bits. I'm a sucker for sci-fi clean environments. :P

              That being said, just have a quick question regarding sharing the level. How exactly did you go about in sharing your map? I mean, do you use the in-editor "Share Level" function, or do you share the level the old school way by archiving it and uploading it to a sharing website. Reason I'm asking is, I've been working on a level for a few weeks now, and I'm keen on sharing the first public version of it, but not too sure which way should I preferably use to share the in-development build level.

              Keep up the great work!
              Hey, thanks for the kind words. Glad you like it.

              For my experimental version, I just clicked share. Then once it's finished cooking, it asks to upload it somewhere--I choose no. Then I locate the .pak file on my harddrive and upload it to dropbox for sharing.
              Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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                #22
                Awesome, thanks for the info, much appreciated. And keep up the great work man, looking forward to seeing more work from you.

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                  #23
                  Honest question here:
                  Is it okay if I use some of the assets created for this map in a different map I am creating?
                  I reckon it wouldn't be fair for me to charge anything for it on the marketplace when my map is finished, so I'm not going in that direction. But my artistic talent is basically limited to using assets other folks have made. And this map has some pretty assets.
                  So I'd like to use some of the assets in my own map if that's allowed.

                  Also, where can I even find this map in the editor? I have it "purchased" from the marketplace, so I can see it when I play the game, but I don't know what folder to look in to see the map itself.
                  Even if I'm not allowed to use the assets from the map, I'd still like to examine the map in the editor so I can see how it was constructed and learn from it.

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                    #24
                    Originally posted by Marscaleb View Post
                    Honest question here:
                    Is it okay if I use some of the assets created for this map in a different map I am creating?
                    I reckon it wouldn't be fair for me to charge anything for it on the marketplace when my map is finished, so I'm not going in that direction. But my artistic talent is basically limited to using assets other folks have made. And this map has some pretty assets.
                    So I'd like to use some of the assets in my own map if that's allowed.

                    Also, where can I even find this map in the editor? I have it "purchased" from the marketplace, so I can see it when I play the game, but I don't know what folder to look in to see the map itself.
                    Even if I'm not allowed to use the assets from the map, I'd still like to examine the map in the editor so I can see how it was constructed and learn from it.
                    Hello Marscaleb, I'm currently working on the Lea Mesh pack right now. I'm optimizing, adding new assets, and ensuring everything is in working order. I am going to be submitting it to the marketplace. You'll be able to get it from there once it becomes available and you'll be able to build your own map with those assets.

                    I'm not sure yet if I will make the uncooked version of Lea available, since the mesh pack is now separate from the map. I might just include Lea and all of those assets as a separate zip file. I expect the mesh pack will be ready in about 1-2 weeks.

                    Thanks for letting me know you'd like to use the assets.

                    If you'd like to see my progress - view my twitch stream. http://www.twitch.tv/captainmigraine
                    Last edited by CaptainMigraine; 08-16-2015, 12:44 AM.
                    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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                      #25
                      Interested to see how the removal of a 25 will pan out. Might be worth adding an extra vial to the corridor to slightly counterbalance the change.

                      You could always go for a dm-reconstruct (2k4 map with self building bridges) window style where the windows become solid only when a player is near them.
                      :|

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                        #26
                        Im having huge visibility problems on this map. I feel at a big disadvantage if my opponent is on the blue team. Probably because the materials have to much contrast and things going on.



                        If you where to edit your materials so that the darkest darks where not as dark then I think it would greatly improve visibility

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                          #27
                          idk if this happens only to me, but bots tends to stuck in the place where the sniper rifle is without the ability to move, like here
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                            #28
                            I don't know about anyone else, but since the 15% scale increase, I feel like Lea is just really cramped. I'm not necessarily bumping my head on things where I shouldn't be, but it just doesn't look right to my eyes. I vote that Lea should be given at least a +15% scale increase, with attention given to any jumps that might break in the process. I think it will help the map's popularity in the duel scene.

                            The map has a handful of problems, including the ambient sound being WAY too loud, and the fact that everything is way too blue to properly see enemy characters everywhere. But I think scaling the map up a little would be a good place to start.
                            ChimmiChunga leads from the front, and DieHard UT holds the crown!!
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                              #29
                              The floor textures and wall textures need to vary more in color. It gives me a headache when I play it.

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                                #30
                                Originally posted by BigFatErik View Post
                                I don't know about anyone else, but since the 15% scale increase, I feel like Lea is just really cramped. I'm not necessarily bumping my head on things where I shouldn't be, but it just doesn't look right to my eyes. I vote that Lea should be given at least a +15% scale increase, with attention given to any jumps that might break in the process. I think it will help the map's popularity in the duel scene.

                                The map has a handful of problems, including the ambient sound being WAY too loud, and the fact that everything is way too blue to properly see enemy characters everywhere. But I think scaling the map up a little would be a good place to start.
                                Hey.

                                Since the 15% player scale increase, I have scaled the map up 4.5% (if I recall correctly). I tested a 5% scale and the map started appearing gigantic sized. Certain jumps became difficult to land. Original Lea from 2k4 is very much a product of 2k4 with dodge jump. If I were to scale the map up to even half of that of 2k4, the map would effectively break due to the lack of dodge jump. So, the overall feeling of cramptness is due to 2 things now, as opposed to it originally being only 1 thing. First, the map is made to fit UT4's movement style, which is more similar to UT3's playstyle than 2k4's. Second, the player scale increase has permanently scarred this map. Unfortunately, making a map during the prealpha has its cons, and this is one of them.

                                As for the sound - I should look into that. It's something I keep forgetting to tinker with. The infamous blue color of the map has also been a thorn in my side. I might experiment with depth based material changes. In other words, objects closer to the camera will be more detailed, and objects further away will be more muted. This should achieve a desired effect of making blue player easier to see at long distances, but reduce the global quality of the map. Experimentation is needed. It'll be a while until I get around to this.

                                Originally posted by nes710
                                The floor textures and wall textures need to vary more in color. It gives me a headache when I play it.
                                My response to erik might help with this. No guarantees tho.

                                -Neil (CaptainMigraine)
                                Last edited by CaptainMigraine; 07-10-2016, 04:40 AM.
                                Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

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