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    Originally posted by barsam2a View Post

    Nice! Looking forward to the release
    Me too, I am really curious to see how the layout modifications I've brought will be received by the community. I have made some serious changes, tons of improvements and now the trap finally works with all weapons and firing modes (except the main for the grenade launcher, but who cares ). Some more geometry tweaks and some cityscaping and it will be good to go
    RASTE IN PEACE !
    Maps: DM-Hydraulics | DM-Affliction
    Weapon: Redeemer

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      Niceness Raste!
      LoPing
      Explosive High Voltage UT99

      Comment


        What you has Deleted the Bio Rifle?

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          XMAS BUILD
          Download link: Hydraulics_V007a

          Change log:
          Way too long, just play the **** map
          RASTE IN PEACE !
          Maps: DM-Hydraulics | DM-Affliction
          Weapon: Redeemer

          Comment


            Good Work Raste i like the Map

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              Danke vielmals Raste! I'll be loading this shortly.
              LoPing
              Explosive High Voltage UT99

              Comment


                I have been working with Quixel + PS as the UT devs did, and I can say so far that this workflow has simply not been working for me. It is slow, tiresome, and pretty much leads me nowhere. I was unable to properly add textures to meshes using that.

                I have now switch to Substance painter, and therefore I have to learn (again) a new soft (yet another one). However this software is definitely going to help me bring quickly awesome materials to these blank white meshes. I will start with the turbines, hopefully I will be able to learn a lot by starting with a complex mesh.
                RASTE IN PEACE !
                Maps: DM-Hydraulics | DM-Affliction
                Weapon: Redeemer

                Comment


                  V7

                  Hey Raste

                  Had few rounds on the XMas build, overall, I really like the result.

                  - The meshing is really cool, even without texturing.
                  - The lighting scheme is really good imho.

                  The level play well.

                  Therefore,

                  - I ask myself why the belt outside area is gone ? It was cool to go outside and jump back to the platform above the belt.
                  - Also, many playerstart are facing a wall ?

                  THX for the Christmas gift, a well awaited release
                  Stevie's corner
                  Maps, DM-Dakylian B1, DM-Elik, DM-Akar, DM-Aryth, DM-Aly, CTF-Infiltrate, DM-Delta
                  Links, UE4 links (guide, tut), UE4 resources, Tools and resources

                  Comment


                    Hey Stevelois,

                    - I am glad to see that the layout and flow is now tight and polished. For an original map (not a remake), this is a relief
                    - The lighting scheme will still evolve a bit. I got much better results than before when I used emissive for the lights (only a few still have a real point light attached to them)
                    - The outside belt area: After talking with Sid about it, we came to the realization that it had a lot of unused space that was just diluting a bit the action. To make the map tighter I have been removing some huge spaces that had no real purpose and added more connectivity to compensate (the stinger room is a good example). I still allow people to steal the belt from the grenade launcher if they managed to get the boots, so the competitive side is still there. I also wanted to make it a bit more hazard prone to go there as now you have more chances to push someone off the cliff haha
                    - For the player starts I have to check, I will have to correct that

                    In any cases, thx for the feedback, well appreciated! You might want to check my art thread though
                    RASTE IN PEACE !
                    Maps: DM-Hydraulics | DM-Affliction
                    Weapon: Redeemer

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