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    [PROTOTYPE] CTF-DBMBridge

    I have been working on a small, symmetrical CTF map. It consists of mainly open areas, with a central area that seems to be the focus of the action so far (as I had intended thankfully). The style will be reminiscent of the low poly maps released for UT3 as I quite liked the simplicity in design. The map will be mainly white (though the floors and the wall will have different patterns), and each teams side will have colored lights lining the walls, along with decals. Still very simple design, but if it turns out anything like I envision, it should be quite nice.

    Some initial screenshots:



    The issues I know about so far:

    - Lift in the center will only work once, and then will be useless. This is an issue with my Blue Print, which I will be looking into after doing some more tutorials.
    - Lighting is not fantastic at this point, but I will continue trying to get the feeling right.
    - Things don't line up 100% throughout the map, but I haven't noticed any catching issues.
    - Bots sometimes have a bit of a spaz on the jump lifts and with the trans-locator, but I understand that this is game wide.

    I will update this list as feedback is provided, and thank you in advance!

    Download (LP-ver2):
    https://drive.google.com/open?id=0B5pxCWJt3r2iVHdMSGNmUWN2Qnc

    LP-ver2 (forgot to change version number)

    - Fixed numerous instances of default materials.
    - Added team decoration in each base.
    - Made sure that teams do not switch side at half time
    - Lined up a few bits and pieces.
    - Removed Flak ammo from underneath the ramps in each base, and replaced with Shock ammo. Removed shock ammo from the tunnels.


    LP-ver2:

    - Changed name to LP-DBMBridge (Low Poly)
    - Added trimming to team tunnels
    - Fixed materials
    - Changed jump pad lights in team bases from yellow to team colors (these don't swap after half time yet).

    Version 2:

    - Added shock ammo to either teams tunnels
    - BSP issue on bridge resolved (thanks to Epic)
    - Now works with the July update of the engine

    This link will be updated to point to the latest build as released. I will also include a link in each post that indicates a new version is ready.

    The name is a working title, but I honestly am not that good with names, so it might stick for the final. I'm looking forward to seeing what people think, and of course, have fun with it!
    Attached Files
    Last edited by DolphinBuffMan; 08-13-2015, 08:01 AM.
    My maps:

    CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
    Feedback: "Not too bloody shabby" - Me

    #2
    Hi guys,

    I have been working on some bits and pieces with this level, but don't have a new build ready yet due to a rather strange lighting issue. I know the last engine update has presented us with some lighting artifacts, but I am not sure that this is part of the issue.



    If anyone has any idea of how to assist with this, that would be fantastic. At this point I have a sky light, a large directional light (I believe) which acts as the sun, and some point lights. I should note that the point lights are overlapping each other, and I a getting the "Severe performance loss" message, but before the last update this didn't seem to have a visible effect. Of course in the final build I will not allow for these errors to be present.

    As for what I have updated before I noticed the error in game:

    - I have added 1 Shock Ammo to each of the tunnels.
    - BSP hole under the bridge has been sorted. Thanks EPIC for patching the BSP tools, I didn't actually have to do anything other than build the level under the new engine to remove the issue.

    As soon as I have a build that won't cause seizures, I will update the link.
    Attached Files
    My maps:

    CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
    Feedback: "Not too bloody shabby" - Me

    Comment


      #3
      My maps had similar red artifacts. Once I rebuild and repackaged the map with the latest editor, the problem went away. Did you repack the map?
      DM-Nine | CTF-HolyOak

      Comment


        #4
        Yeah, this is the repackaged version. I made sure to name the map something new (-ver2) and added in some new pickups that weren't in the original version before the engine update. Even after a few attempts at building I still have the problem. I did forget to build the navigation again, so I will do that and see what happens. I also repackaged it and tried to run in game. In the editor it has no problems, in the game is the only time the issues show up.

        EDIT:

        Building navigation again has not resolved this problem. I rebuilt all, rebuilt navigation, then saved and packaged and had the same issues.
        Last edited by DolphinBuffMan; 08-03-2015, 01:12 AM.
        My maps:

        CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
        Feedback: "Not too bloody shabby" - Me

        Comment


          #5
          Originally posted by DolphinBuffMan View Post
          Yeah, this is the repackaged version. I made sure to name the map something new (-ver2) and added in some new pickups that weren't in the original version before the engine update. Even after a few attempts at building I still have the problem. I did forget to build the navigation again, so I will do that and see what happens. I also repackaged it and tried to run in game. In the editor it has no problems, in the game is the only time the issues show up.

          EDIT:

          Building navigation again has not resolved this problem. I rebuilt all, rebuilt navigation, then saved and packaged and had the same issues.
          remove all your old copies (versions) from your folders and see if you still have this effect!
          http://s5.postimg.org/edy9j9ykn/Laam...Forum_Sig1.jpg

          http://aggressivewarriors.com -=- {AW}'s Community Map Test Server -=-
          http://s5.postimg.org/qsk8gc8zn/Instagib.gif

          Comment


            #6
            Originally posted by Laambo View Post
            remove all your old copies (versions) from your folders and see if you still have this effect!
            I gave this a shot, and it appeared that for some reason the game was retaining the old versions. Even after deleting them the maps are still showing up in my map list. But I do have a working version now, so here is the link!

            https://drive.google.com/open?id=0B5...l9qeG9iTmstZ0U

            Thanks for the help guys.

            Now that I have a working level up, one of the parts of the level I am not very happy with so far is the shock rifle ledge. I feel that it juts out without really being aesthetically pleasing. Does anyone have some suggestions that work well gameplay wise, and add a bit of visual flare?



            The point of this section is to make the far end of the bridge more interesting, but also to provide cover for the spawn area from the sniper tower. I believe some more cover would be good, without hindering the view of the bridge too much from the sniper tower. I also feel that underneath the ledge could use some work in terms of extra geometry, but I'm not too sure what to do that wouldn't get in the way of line of sight too much.
            Attached Files
            Last edited by DolphinBuffMan; 08-03-2015, 08:21 PM.
            My maps:

            CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
            Feedback: "Not too bloody shabby" - Me

            Comment


              #7
              Howdy guys, new update is ready. It addresses the materials issues I ahve been facing (them not actually showing up in game), and adds some of the final style I will be aiming for to specific parts of the map, so that people have an idea of what to expect.

              Changes:

              - Using new white material for all the walls and ceilings. This will be altered slightly in later versions, but not much.
              - Team color trimming added to the tunnel section of each teams bridges. Please let me know what you think of this, I am happy with it, but always open to suggestions.
              - Changed lights of jump pads in bases so that they reflect the team colors. I am thinking of getting rid of the lights entirely, or at least toning them down significantly. They are currently having issues where after half time,t he lighting does not change with them. Looks ridiculous.



              What I am looking for at the moment is:

              - Feedback about the end section of each teams bridges. I am not happy with them, I think they are boring and too open.
              - Feedback on jump boots from the jump pad in each teams base, on top of the wall. If you watch how the bots use the jump pad when they get the flag, then replicate this movement, but use jump pads before landing, you will find you can get an incredibly long distanced jump. This is really interesting, as it makes Jump Boots the most important pick up on the map (at least from the strategies I have found). Not too sure if they are too powerful, whether the timer on them should be increased significantly, remove them completely, etc.
              - Any issues where materials have not been applied properly. Not worried about alignment, but more if you see the default Checkerboard material, please give me a heads up.

              I am also thinking of adding some cover along the top wall, as at this point it is not a very ideal path to take. It seems of the 3 main routes, it is the one no one uses, so I would like to bring it into the game a little more.

              I am aware of an issue with two materials in the red base that have no been applied. I will wait til next build to fix them. Underneath the Bio Sludge are the two I know.

              Download:
              https://drive.google.com/open?id=0B5pxCWJt3r2iVHdMSGNmUWN2Qnc

              Cheers guys, have fun!
              Attached Files
              Last edited by DolphinBuffMan; 08-13-2015, 08:00 AM.
              My maps:

              CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
              Feedback: "Not too bloody shabby" - Me

              Comment


                #8
                Alright, I have a new version which mainly just fixes a few visual things, but there are also some more game play related changes included.

                - Fixed numerous instances of default materials. Doubt I've gotten them all, so keep a look out.
                - Added team decoration in each base. I will add more as I become happier with the layout
                - Made sure that teams do not switch side at half time
                - Lined up a few bits and pieces. This is another thing that I will really get into after I have confirmed the layout.
                - Removed Flak ammo from underneath the ramps in each base, and replaced with Shock ammo. Removed shock ammo from the tunnels.

                I have finally decided what I am going to do with the bridge: I am thinking that I want to remove the Jump pad up to the Shock Rifle ledge and replace it with a few ramps that should make the combat there are bit more interesting. I will have to see about the sniper line of sight after I have constructed the area, but it shouldn't be too obscured.

                I tested Instagib with 3 players per team, and it was pretty hectic. A real sense of achievement when you get a flag, but good fun overall. Finally, I tested with 4 vs 4 with standard game rules, and it was still good, but definitely better with only 3 people. Might be different if it were with players instead of bots however.

                Download:
                https://drive.google.com/open?id=0B5...HdMSGNmUWN2Qnc
                My maps:

                CTF-DBMBridge: https://forums.unrealtournament.com/...-CTF-DBMBridge
                Feedback: "Not too bloody shabby" - Me

                Comment

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