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    DM-Conduit

    I have been away from the mod scene for a while but in my spare time I have been working a level which is now complete and ready for y'all to play! DM-Conduit is a mid size DM level for up to 6 players. I hope you guys enjoy the level!

    Download link-UPDATED PAK FILE
    http://mozidesign.com/Levels/DM-Cond...wsNoEditor.pak

    Updated Screens-

    [screenshot]http://mozidesign.com/Levels/Conduit-final-1.jpg[/screenshot]


    [screenshot]http://mozidesign.com/Levels/Conduit-final-2.jpg[/screenshot]


    [screenshot]http://mozidesign.com/Levels/Conduit-final-3.jpg[/screenshot]


    [screenshot]http://mozidesign.com/Levels/Conduit-final-4.jpg[/screenshot]


    [screenshot]http://mozidesign.com/Levels/Conduit-final-5.jpg[/screenshot]

    Edit- Level Changes
    - New Lighting Pass
    - Scaled back the fog and post settings
    - Mesh removal
    - Fixed major collision/map hole near the shock rifle
    - Jump pad now launches player further to center platform from lower level
    - Added a second jump pad near the heal vial hallway that launches players up the flak cannon ledge.
    - Reduced particle FX should help the frames.
    - Additional skybox work with rocks.
    Last edited by mozidesigner; 02-22-2016, 10:53 PM.
    Twitter- @mozidesigner

    #2
    Neat! Will have to check this out.
    Contact me: (Steam: Neillithan) (E-mail: neilvmoore@gmail.com)

    Comment


      #3
      It seems to be a good map ! But... i think it need a little more work (on variety of textures and why not some custom meshes ?) but i'll try it !

      Comment


        #4
        I am not much of an "artist". Though I should move on to learning on to make my own materials and meshes for future projects.
        Twitter- @mozidesigner

        Comment


          #5
          Hi mozidesigner,

          a few things:

          - you can get out of the map here, when you jump into the wall-areas besided the large pipes (left and right)



          - The framerates get quite a big performace impact when moving around on the platform with the chest armour
          - The lift could be a bit faster to allow better lift-jumping followed by in-air movement
          - I think you could add one or two more jump-pads in the map with larger jumps to quicker access differnt map areas. The one existing is too less imho and could also get a bit more 'juice' as it right now just manages to propell you onto the platform edge
          Attached Files
          Last edited by Mr Van; 02-10-2016, 03:40 AM.

          Comment


            #6
            Thanks for the feedback I will try to fix the bug and frame rate.
            Twitter- @mozidesigner

            Comment


              #7
              Gave it a couple of rounds and ran around a bunch. Not a terrible map, but it has a lot of problems that are not easily fixed.

              Some quick bullet point notes to take into consideration and to try and address next time around.

              • Scale is off in lots of spots. Large scaled objects next to small details and flat surfaces next to stretched grimy ones. Overall unclean and unpleasant to look at.
              • Hard to get a sense of what is cover and what is not, where paths meet and where platforms start/end. A lot of repeating objects are used for different things, crossbeams, trims, pillars.
              • Ceiling heights are different all over the place and path widths didn't seem to follow any consistent value. One of the most important things to keep in mind, players should very quickly learn what is a traversable space and what is not, or where a choke-point is vs a safe side-route.
              • No landmarks or recognizable areas unless you look up, which is not where I'm looking in a deathmatch.
              • The paths in general connect at seemingly random spots. No way to get a sense of great flow -- yes they connect up but it feels quite maze-like. Some dead-ends paths (or paths that look like them) do not help matters.
              • Various amounts of competing line work and contrast in shapes in almost all areas. You have a lot of small horizontal lines and vertical lines, diagonal lines in the beam work, and distracting (large) shiny curvy lines from the pipes. It makes your eyes jump around the scene and confuses you further.
              • The overall lighting is very flat, you have a small amount of colours going on which helps, but it's pretty uninteresting and just feels "serviceable".
              • Try and take into account the advanced movement available in the game. Slide gaps, wall running, lift jumps, and any combination of the above.
              • Collision has been mentioned already but it's easy to snag yourself on things or get out of the map. Try to smooth things out with blocking volumes.
              DM-Kosko (A04) | DM-Backspace (Released!) | DM-Veracity (A01)| DM-Smog (A01) | DM-Conflux (A02)

              Comment


                #8
                looks really really good, nice and clean but prety. good work

                Comment


                  #9
                  Hopefully I will have time this weekend to address some of the issues. Not sure if I am going gut parts of the map. The feedback mentioned I can take into account for my next level whenever that happens but the easier things I will tackle as soon as possible and as well as an updated lighting pass.
                  Twitter- @mozidesigner

                  Comment


                    #10
                    After multiple light builds and playing with numbers... got something a bit different. Running a full production build overnight. Fixed some collision glitches and removed some meshes that were in the way. More info once the new pak is up tomorrow.

                    Click image for larger version

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                    Twitter- @mozidesigner

                    Comment


                      #11
                      Updated the first post with new screens and changes made to the level. Thanks for playing it and offering feedback. I'll work on the scale aspects and less claustrophobic design in my next UT level.
                      Twitter- @mozidesigner

                      Comment


                        #12
                        Ty mozidesigner! Reloaded onto the LoPing for your enjoyment. * Delete the old version of this map out of your c:ut\saved\paks\dl'd paks folder Before you join the server *

                        Admins:
                        RedirectReferences=(PackageName="DM-Conduit-WindowsNoEditor",PackageURLProtocol="http",PackageURL="mozidesign.com/Levels/DM-Conduit-WindowsNoEditor.pak",PackageChecksum="DBE8EE889A3FB606BE1BE829CA4CB740")
                        MapRotation=/Game/RestrictedAssets/Maps/DM-Conduit
                        Last edited by ÐutchSmºke; 02-23-2016, 04:35 PM.

                        Comment


                          #13
                          Hi Mozi

                          I was wondering if you change your website because all links I have to your website "http://mozidesign.com" don't work anymore since few weeks ?
                          Stevie's corner Maps, DM-Akar A1, DM-Aryth R1, DM-Aly R1, CTF-Infiltrate, DM-Delta Links, All UT4 CTF custom maps, All UT4 remakes, UE4 links (guide, tut), UE4 resources, Tools and resources

                          Comment


                            #14
                            Originally posted by Stevelois View Post
                            Hi Mozi

                            I was wondering if you change your website because all links I have to your website "http://mozidesign.com" don't work anymore since few weeks ?

                            The site still works but I stopped posting blogs. No time to write stuff. I may revamp the site with all my Mod and Pro stuff to be more like a portfolio
                            Twitter- @mozidesigner

                            Comment

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