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  • replied
    Looking good so far. I really like your use of wall jumps to reach higher spots and the BSP work looks really clean and well done. My only suggestion by just watching your video is to make it more obvious as when and where to wall run/jump. While those moves are really fun for experienced players to do and figure out, new players have a hard enough time with just using wall running. Requiring wall run to get around ssoo much in the map without pointing out the obvious is going to make the map frustrating and discouraging for new players when the vets are running all over the walls grabbing all the sweet power ups that they cant get.

    Keep up the good work, also the trap is pretty kewl.

    Leave a comment:


  • replied
    Updated the map to WIP 4!

    Changelog:
    - Removed snaggy meshes
    - Improved trap: Boulders come down out of the iris doors
    - Connected more paths together.
    - Made drill more logical.
    - Made jumps more forgiving.
    - Moved flag.
    - Added extra jumppad for the flag jump.
    - Altered the "liftjump-upperlamps"-route to guide the player more.
    - Added extra geometry in the midfield like geometry to block line of sight for snipers, extra cover for mid and more flow in general.
    - Forcefields are not blocking bullets now.
    - Closed off old jumpboot area.
    - Added teleporters for extra way up the roof.
    - Fixed teamdoor.
    - Added PostProcessingVolume to brighten the map a little more.
    - Improved lighting.
    - There is a bot navmesh for this map.
    Last edited by Metalfist; 02-12-2017, 10:09 AM.

    Leave a comment:


  • replied
    Originally posted by Mr Van View Post
    Hi Metalfist,

    played 2 matches (unfortunaltely only against bots):
    - like the setting. Nice idea and could look geeat with solar panels & space setting
    - interresting option with the switchable center shield lock tower where te U-damage s located
    - but v3 is far more dark inside, especially in the blue base than v2. So maybe ad some static lights in the rooms
    Hey thanks for giving it a try and your reply !
    I will try to find a place for the solar panels which is a bit more visible to the players (and logical).
    I still need to do some proper lighting as these are just temporary lighting. So don't worry, that will be fixed.

    Leave a comment:


  • replied
    Hi Metalfist,

    played 2 matches (unfortunaltely only against bots):
    - like the setting. Nice idea and could look geeat with solar panels & space setting
    - interresting option with the switchable center shield lock tower where te U-damage s located
    - but v3 is far more dark inside, especially in the blue base than v2. So maybe ad some static lights in the rooms

    Leave a comment:


  • replied
    Updated with WIP3. See first post for pictures.

    - Completely remade the midfield so it is smaller and more action based.
    - Set gravity from 0.15 to 0.25
    - Adjusted jumps to new gravity
    - Placed weaker weapons inside the base and more powerful outside the base
    - Removed unnecessary meshes


    TODO:
    - Make jumps more easy to make.
    - Close off the jumpboot area to prevent camping.
    - Fix some dead ends/flow
    - Adjust the flag position - lift - floating box
    - Adjust center trap/drill to make more sense structurally (I'm going to try to make a sort of "Rock rain" that purges the debris from the drill when activated and anyone caught in it will be crushed by rocks)
    - Fix some line of sight issues
    - Lighting
    Last edited by Metalfist; 11-20-2015, 05:23 PM.

    Leave a comment:


  • started a topic [PROTOTYPE] CTF-AsteroidDrill

    CTF-AsteroidDrill

    CTF - Asteroid Drill
    Previously: Asteroid Mining Facility

    Status: Polishing level

    Description:
    This astoroid mining platform is currently stationed to mine asteriods in the belt of the planet EA-P9605. Valuable resources are collected for the Liandri Mining Corporation and serves as a battleground to maximialize profit gained from this station.
    The map features very low gravity (0.25 gravity) outside and normal gravity inside the bases. There is a trap in the middle of the map (at the Udamage) which has been made in Blueprint. Shoot the button and try to trap & kill someone inside. There are also team based doors, which only open for a certain team.

    I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).

    Download .pak:
    Download the latest CTF-AsteroidDrill from UTCC!
    or from an alternative mirror

    Save it in "YourUserName"\Documents\UnrealTournament\Saved\Paks\DownloadedPaks and it should show up in Unreal Tournament.

    For server admins:
    /Game/RestrictedAssets/Maps/CTF-AsteroidDrill_v12
    RedirectReferences=(PackageName="CTF-AsteroidDrill_v12-WindowsNoEditor.pak",PackageURLProtocol="http",PackageURL="yourredirect/CTF-AsteroidDrill_v12-WindowsNoEditor.pak",PackageChecksum="ca6e9ebedba442308c4b0c4c92933005")


    Versions:
    V12
    - Recooked for new version
    - Added linupactors

    V11:
    - Recooked for new build
    - Changed some materials

    V10:
    - Recooked for new build
    - Meshed out some more parts/material tweaks
    - Changed the "legs" to nicer looking meshes



    Old Changelogs:
     
    Spoiler
    Last edited by Metalfist; 10-19-2017, 08:02 AM.
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