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  • replied
    Originally posted by MΛuL View Post
    Whoa, Cr4zy comes out of the woodwork. FYI, there's probably a new build coming next week which will likely break all maps again. Hopefully you will rebuild it after that so I can play this for more than one weekend .
    Noted, will try and keep track. If all else fails any anyone ever wants a recook feel free to email me or via twitter, _Cr4zy

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  • replied
    Whoa, Cr4zy comes out of the woodwork. FYI, there's probably a new build coming next week which will likely break all maps again. Hopefully you will rebuild it after that so I can play this for more than one weekend .

    Leave a comment:


  • replied
    Good work man, i love this map, thanks !!!

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  • replied
    My opinion: Shred ReadyTM.

    This should be a training map. (@Flak) The text guides for lift jumps and dodges are on point.

    Lift jumps have varying degrees of difficulty. One of the things n00bs & mid-levels need to practice.

    Had difficulty with this one:



    Great practice!

    Multiple routes to shield and quad.

    Weapons & ammo everywhere.

    Can you wall dodge?

    Can you time your lift jump?

    Can you lift jump to a wall dodge?

    Woo Hoo!!!
    Attached Files

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  • replied
    I was asked for an updated build of Faze so here it is along with some of the changes that never got released last time it was being worked on.

    Code:
    ::Version 04:: 23/03/2017
    +Edge of belt window/wall no longer has 45degree slopes that you can stand on
    +Link side of belt window now has a wall-run slope instead of the previous 45degree angle
    +Fixed a flickering face at the Udmg
    +Slightly modified wall at rockets which had 45degree angle where the pillars were, now it's flat and angles in at the slope
    +Extended wall into shock room slightly
    +Covered grating area at shockrifle lift
    +More changes to the flak area
    +Tweaked weapon placements again (middle shock/sniper switched)
    +Ammo placement adjusted to balance weapon placement changes
    +Fixed bug where you could jumpboot around the outside of the map and glitch back in through backfaces


    Download:
    http://cr4zyb4st4rd.co.uk/Maps/UT4/D...wsNoEditor.pak

    Leave a comment:


  • replied
    Thanks man, I know a few TDMers from UT3 were asking for it.

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  • replied
    I've played this several times in DM and TDM. Fun times with this map. I'd LIKE to play this in a "more formal" 2v2, or 3v3 versus another team. To anyone reading this, let me know if you're interested . This map is not like any other map out there (in a good way). Specifically, I think the varying and sometimes high vertical distances make this really interesting. AND notably (IMO) all of these "vertical variances" are integrated in a way that makes the map flow in a really fun way. Hard to describe unless you play it. Also, the sunset over the ocean is money. Good stuff Cr4zy.

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  • replied
    This

    Thanks to CaptainMigraine for most of the input on these changes, so if you don't like them, you know who to blame
    xD

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  • replied
    Originally posted by the_ROCK View Post
    Thanks for creating and posting. Uploaded map to Seniors Nirvana .sr hub for players to provide you feedback.
    Thanks for that!

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  • replied
    Thanks for creating and posting. Uploaded map to Seniors Nirvana .sr hub for players to provide you feedback.

    Leave a comment:


  • replied
    Originally posted by Chris UT4 View Post
    Is the Map a Plattform of Sea?
    Pretty much, at least for now.


    Anyway, time for v03!

    Huge changes in this build, this is less "remake" more "improvement" of the original Faze(_FE/CE)
    There are some UV errors and missing faces on the lift cut out lips but nothing game breaking (I hope)

    • I would really like feedback on the new weapon placement, count and layout.
    • The jumppad at flak is very temporary and may be removed, pending feedback.
    • Next build will probably look at health placement, some of the kegs are a bit too random for my liking, if you have any thoughts, please let me know.



    Thanks to CaptainMigraine for most of the input on these changes, so if you don't like them, you know who to blame

    Code:
    ::Version 03:: 25/08/2015
    +Redesigned areas around "dead zones" (bio room and opposite end of stinger corridor behind sniper)
    	Bio platform now extends much further out  has a LOS blocker to make it less of a "hitscan area"
    	New platform has a jumppad to linkgun above, not sure if required.
    	New area ads another platform above the two lift jumps and provides a location for helmet pickup and second shock
    +Added a helmet pickup
    +Weapon placement changes:
    	Rockets replaced with Shock
    	Shock replaced with Sniper
    	Sniper replaced with Link
    	Bio switched with Flak
    	New Shock at opposite end of stinger corridor (2x shocks in map)
    	New Rockets above Thigh pads
    +Each Shock only has one ammo close by, other single weapons have two
    +Moved 2 vials from Bio(Flak last build)/vest area towards lift to belt
    +Added new 25hp keg at Link (sniper last build)
    +Slightly modified height of Shock(rockets last build) ramp in mid
    +Added a wall-run slope above the mid shock(rockets last build)
    	This slightly changes platform at belt no 90 corner from link instead 45
    	Modified wall between belt platform and upper link(previously sniper) makes the link platform slightly smaller
    +Fixed LOS issue between mid area and 25keg at link ramp by lowering roof in lower area slightly
    +Some ammo placement changes due to weapon position changes
    +Slightly increased the size of the liftjump > belt vent
    +Added slight indent to wall above vent at link gun vent (sniper in last build)
    +Opened up the wall around the small pillar next to bio (flak last build)
    +Added small platform to allow a small back route from link(previously sniper)/liftjump to udmg
    +Removed one vial from near Udmg/Stinger
    +Lowered and sloped floor in room across from Udmg slightly to make dodging back and forth much more consistent
    +Added some grating style floor near new helmet area due to foor being raised this gives a player below some LOS
    +Removed some of the extruding pieces in the lower section near the 25 keg
    +Added a small grate between new Rocket placement and thigh pads
    +Added a window between Belt and Link side
    +Removed wall alongside of link ramp
    +Widened jump pad area at stinger to make it less annoying
    +Fixed a missing face below thigh pads
    +Fixed missing faces on frames at Udmg
    +Indented wall where pillars used to be in lower section at 25 keg
    +Added LOS window back in between sniper(previously rockets) and mid area
    +Added a 45degree angle to lower ceiling facing new shock area/25keg
    +Added some hint text
    Downloads:
    http://cr4zyb4st4rd.co.uk/Maps/UT4/D...wsNoEditor.pak
    https://ut.rushbase.net/Cr4zy/DM-Faz...wsNoEditor.pak

    Leave a comment:


  • replied
    Is the Map a Plattform of Sea?

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  • replied
    WIP, hopefully bring some more gameplay to this dead corner



    Adds another weapon spawn and a helmet (because there wasn't one previously... for some reason)

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  • replied
    Eh so there's already a version 2! This is for the lift fix, because it will be much easier for people to play, if things like lifts work as intended and expected. (would be better if linear wasn't the default!)
    Hopefully more likely to get feedback other than "these lifts suck"

    Code:
    ::Version 02:: 23/08/2015
    +Changed all lifts in the level to use EaseIn-Out movement instead of linear (for much better lift feel)
    +Adjusted lift times to accommodate movement changes
    +Fixed a missing ceiling piece between boots/rocket
    +Wallrun above lift at link area
    Download:
    newer build in op

    Feedback so far from Neil and some stuff I had planned since UT3 should have some pretty interesting changes coming, certainly looking to change some things for the better and hopefully make a lot more of the map viable. I learnt a lot since making Faze originally coming back to it it has it's flaws.
    Last edited by Cr4zy; 08-26-2015, 03:59 PM.

    Leave a comment:


  • replied
    Originally posted by CaptainMigraine View Post
    Awesome! Glad to see the technique I showed you of using a 3d modeling app to create the low poly map worked out. Here's to hoping BSP 2.0 comes out sometime this century.

    Look forward to giving it a test run. I'll give you feedback later.

    -Neil (CaptainMigraine)
    Thx and thanks for the insight on stream, useful input, changes coming for sure.

    Originally posted by MoxNix View Post
    It looks small and tight in the screenshots but it's actually much roomier and more open than it looks. Can't really say without playing vs other players but might be a little too big and open.

    Also the lift below the vent shaft leading to the shield is too slow to lift jump up to the shaft.
    Yeah, Neil pointed out to me the lifts should use ease-in/ease-out instead of linear which is their default, they felt wrong to me but I completely forgot to look into them before releasing.

    Originally posted by M^uL View Post
    Great to see you working on this! Played the shax out of Faze in UT3 (a DM-Edge remake would be welcomed too )
    Thanks! Edge is my baby, it will happen. I might get some changes in for Faze but if I know the scale is good on this, It probably wouldn't be too much effort to do the same (almost direct port) of Edge.

    Leave a comment:

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