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[Map] DM-Peak [New Version 20180311]

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  • replied
    Chonglee your style is legendary, unique, & pure .... has always worked very well in the UT universe - very cool to see you over here working on this - good deal. - I tend to agree with M^uL definitely in good hands.

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  • replied
    Added to build.

    I'm going to put this and deck into the rotation on some of the servers, with any luck people come and post some feedback.

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  • replied
    It's looking tight now CL. Great job on the updates.

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  • replied
    Finally got some time to work on this map in the end of this week.
    It's been almost 2 months.

    New version 20140810 has been uploaded. Check the first post.

    Mostly the modification is layout tweaking, I figured the bottom rooms were still less welcome so this is the main focus in this update.
    Another is I feel overall i want to enhance the vertical and fast-paced feeling of this map, so I did:
    - Add another jumpboots
    - Replaced the mega health with a teleporter which connects to the mountain top
    - Replaced the amp with a berserk

    Because the mega health is gone, I added 2 health packs, and a few vials, maybe need more. On top of the mountain, there is a redeemer, as I feel this is a perfect location to use it and this map is a "space" map which causes no trouble to the redeemer.

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  • replied
    Hey tigerclaw, thanks for the feedback, and actually i start to feel the same recently. It is a little bit strange because i remember clearly months ago, the scale felt about right, smaller than the original version, but not tight. But with the current player character/movement, it does feel uncomfortable sometimes. So these weeks, beside super busy day job, i tried to have one or 2 hours to tune the layout everyday. I did a few different versions and compared them.

    Check the screenshots in the initial post to see the changes. I think currently the scale is getting better. But the layout is not final yet. Sometimes scale is something you can't rush for it. Sometimes after a few days you come back to check, you will find issues that you ignored before.

    As for Peak, I fully agree with you. In the next few days I will switch back to work on this map.
    As for DeepBlue, I really need to add back the rest of the layout from the UT3 version. But it will have to be after Peak.

    Thanks again for the feedback!

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  • replied
    Excellent work man

    Peak was a popular theme map for UT1, but never actually a popular map(although we currently have an edited version in shock domination which is really popular)

    The main issues were the map flow, it's a cramped map with power ups spread out away from the action, most games came down to rocket spam around the spawns, the action in the map tended to go around the low and mid areas too with most people not knowing how to play the map

    The map also felt quite tight and hard to move around in whilst still taking a lot of time to get from one location to another

    BUT

    Having tested this map with the default movement and some custom blueprints i can say this is much more open, a pleasure to move around in whilst still keeping the feel of peak

    The additions you've put in make going from top to bottom much easier and more obvious, this should open up the map

    We've been testing your stuff in #beyondunreal on irc.utchat.com - i invite you to idle there and take part in discussions and playtests

    Also some of your other maps

    Deepblue - plays very well, lot's of open space and the action is focused around a few different areas

    Deck - a lot of fun to play, most feedback is that it's too cluttered, i'd recommend removing the pillars in mid and trimming down some of the wall segments blocking off the corridors

    Deck is a lot of fun but it's also very small, there isn't a lot of room to move - having a smaller deck isn't a bad thing in itself but it does limit your options a bit, you notice the size issues moving around the outer ring of corridors and their connecting rooms, it feels good to move around mid but a single dodge does take you very far(upto 2/3 accross mid) so it's still very cramped for prolonged combat

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  • replied
    I'll be following this one too. Great work Lee

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  • replied
    Originally posted by SDAHeatWave View Post
    Are the jump pads really necessary? I think it is fine without the jump pads it adds a little of a challenge to get to the top to get the goodies. I agree that it should have somewhat space theme or somewhere high in the mountains.
    I would say the opposite - i want as much freedom in vertical movement as it is possible. Jump pads are good and i would like to see more of them. As far as i like original Peak i'm fully aware that this map is average when it comes to quality of its floorplan. It needs a lot of redesigning and experiments.

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  • replied
    Originally posted by Lord_Porksword View Post
    Going with a theme from the original Unreal, I think it would be nice to have it sitting above the clouds with stars above!
    +1 to this.

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  • replied
    Wow, a Peak from ChongLee! Good to see you working on this CL. Definitely in good hands.

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  • replied
    Going with a theme from the original Unreal, I think it would be nice to have it sitting above the clouds with stars above!

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  • replied
    Are the jump pads really necessary? I think it is fine without the jump pads it adds a little of a challenge to get to the top to get the goodies. I agree that it should have somewhat space theme or somewhere high in the mountains.

    Leave a comment:


  • replied
    Originally posted by TKBS View Post
    i got peak remade for UT3 using Static mesh
    The jump pad on the last image in my ut3 version led to a single tower some distance away with a deemer on it. The pad then returned to the highest point.
    - If your interested take a look and it might give you some alternative ideas.

    As for the Environment;
    • The map like was placed within a Huge dormant volcano, well at the apex of the volcano (or peak/ both good puns) but inside it [make sense?].
      - so it created a view of the entire inside of the volcano + the surrounding landscape, falling off the map lead into a long drop to the lava
    • The volcano afai-recall is available both in Low poly and high poly but the LOD projection modifier is a bit messy

    * A volcano can be produced very effectively and fast by using a heightmap image conversion, middleware called L3DT, a bit of tweaking and smoothing with landscape editor, clean up in 3DSMax, detailed in Mudbox and then optimised in 3ds max ready for UE4.
    ^^ the whole process can be done with outstanding results in less than 1 hour.
    food for thought if anything

    p.s.
    i do not like space maps and gravity so that's why i will push for a volcanic scene
    Hey TKBS,

    I tried to find your Peak remake on google but no luck so far. Could you give me a link or show some pictures here so I can have a look?
    As for environment, volcano is a good idea, but for now I am more looking at a cold and harsh environment, so that you feel it is really "peak".

    @bcogan,
    Thanks!

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  • replied
    That looks great Moon! Can't wait to try it

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  • replied
    i got peak remade for UT3 using Static mesh
    The jump pad on the last image in my ut3 version led to a single tower some distance away with a deemer on it. The pad then returned to the highest point.
    - If your interested take a look and it might give you some alternative ideas.

    As for the Environment;
    • The map like was placed within a Huge dormant volcano, well at the apex of the volcano (or peak/ both good puns) but inside it [make sense?].
      - so it created a view of the entire inside of the volcano + the surrounding landscape, falling off the map lead into a long drop to the lava
    • The volcano afai-recall is available both in Low poly and high poly but the LOD projection modifier is a bit messy

    * A volcano can be produced very effectively and fast by using a heightmap image conversion, middleware called L3DT, a bit of tweaking and smoothing with landscape editor, clean up in 3DSMax, detailed in Mudbox and then optimised in 3ds max ready for UE4.
    ^^ the whole process can be done with outstanding results in less than 1 hour.
    food for thought if anything

    p.s.
    i do not like space maps and gravity so that's why i will push for a volcanic scene
    Last edited by TKBS; 06-30-2014, 05:21 PM.

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