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DM-Quayside [Epic & MapCore contest]

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    [PROTOTYPE] DM-Quayside [Epic & MapCore contest]

    This is a level I started for the Epic & MapCore contest. The layout is an early WIP so it may change considerably.

    The target theme is of a small dock (or 'Quay') that leads into a garden environment with a lot of foliage/trees/flowers and so on. This will be my first level so I expect a lot of trial and error with the layout.

    DL (updated 20/05/16): https://mega.nz/#!D8MRUDbb!Qg5hCU6cq...gJMNgX8kb6SlhM

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

    Code:
    Admins:
    RedirectReferences=(PackageName="DM-Quay-WIP-1-WindowsNoEditor",PackageURLProtocol="https",PackageURL="ut.rushbase.net/crafty/Paks/Maps/DM-Quay/DM-Quay-WIP-3-WindowsNoEditor.pak",PackageChecksum="4B40973BE31D924E5948CDADFF589254")
    MapRotation=/Game/RestrictedAssets/Maps/DM-Jetty/DM-Quay-WIP-1
    Attached Files
    Last edited by Crafty; 05-19-2016, 11:51 PM. Reason: Updated download
    C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

    #2
    Nice concept posted here Crafty! Hope to play it some time in the near future.
    LoPing
    Explosive High Voltage UT99

    Comment


      #3
      Updated:

      https://ut.rushbase.net/crafty/Paks/Maps/DM-Quay/DM-Quay-WIP-1-WindowsNoEditor.pak





      Attached Files
      C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

      Comment


        #4
        Ty Crafty! Loaded onto the <elusive>LoPing Arena server for your enjoyment. It does look fun! & GL with the contests!

        Admins:
        RedirectReferences=(PackageName="DM-Quay-WIP-1-WindowsNoEditor",PackageURLProtocol="https",PackageURL="ut.rushbase.net/crafty/Paks/Maps/DM-Quay/DM-Quay-WIP-1-WindowsNoEditor.pak",PackageChecksum="4B40973BE31D924E5948CDADFF589254")
        MapRotation=/Game/RestrictedAssets/Maps/DM-Jetty/DM-Quay-WIP-1
        LoPing
        Explosive High Voltage UT99

        Comment


          #5
          Hey Crafty,

          nice overall setting. A few comments after some DM plays:
          - The outside water should not be an immediate kill zone. Because some jumps whrn you go / fall in the underground tunnels and get transported to the cliff/rock area are not easly, and fallin in the water should not kill you immediatly.
          - The Lighthouse: is there a way up inside the Lighthouse? Loks like there is/will be a stair but i never could find a way up there, got stuck
          - Bots got often stuck on the holes wher you can fall trought to the underlaying/underground level. I think you need to make them larger in size.
          - There is thils large middle area large with the two larger greens with no protection from sniper/hitscan waepons. Kind of a deadzone as going/crossing that is very risky. Needs some cover.

          Comment


            #6
            Hey, thanks for taking a look. I am really lacking play testing with this plus it doesn't exactly follow the standard format for a UT4 map, so I really appreciate the feedback.

            - The outside water should not be an immediate kill zone. Because some jumps whrn you go / fall in the underground tunnels and get transported to the cliff/rock area are not easly, and fallin in the water should not kill you immediatly.
            This was a quick and dirty way to stop people getting out of the map (eventually I might make a swimmable region with a kill zone if you go too far).

            - The Lighthouse: is there a way up inside the Lighthouse? Loks like there is/will be a stair but i never could find a way up there, got stuck
            This is a screw up on my part with a blocking volume. Will fix for next pak.

            - Bots got often stuck on the holes wher you can fall trought to the underlaying/underground level. I think you need to make them larger in size.
            I noticed bots having a few problems but wasn't sure why. I will take a look at this, thanks.

            - There is thils large middle area large with the two larger greens with no protection from sniper/hitscan waepons. Kind of a deadzone as going/crossing that is very risky. Needs some cover.
            I agree. Will experiment.
            Last edited by Crafty; 05-04-2016, 06:54 PM.
            C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

            Comment


              #7
              I like the map so far, but my only problem that I haven't see mentioned yet is the number of Flak spawns. There are two paths where you can pick up 4 guns in a row, and all 4 of them are Flak Cannons, seems kind of silly to me. (From boat to sewer, then either up the ramp or up the bounce to the surface). Maybe switching them with other weapons, or removing the second spawn between the boat and the sewer entirely could be beneficial?

              Comment


                #8
                Yeah, got a bit carried away with the weapons

                I have reduced the pickups in general as well as reducing the flak cannons in this version.

                V3:

                https://ut.rushbase.net/crafty/Paks/...wsNoEditor.pak
                Attached Files
                C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

                Comment


                  #9
                  Ty Crafty! Reloaded onto the LoPing.
                  LoPing
                  Explosive High Voltage UT99

                  Comment


                    #10
                    Originally posted by Crafty View Post
                    Yeah, got a bit carried away with the weapons

                    I have reduced the pickups in general as well as reducing the flak cannons in this version.

                    V3:

                    https://ut.rushbase.net/crafty/Paks/...wsNoEditor.pak
                    ... might want to change OP to reflect the new DL/Server info! ; )


                    TY for your hard work!
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                    http://aggressivewarriors.com -=- {AW}'s Community Map Test Server -=-
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                    Comment

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