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    [PROTOTYPE] DM-Bunk

    Download DM-Bunk_A3
    Download DM-Bunk_A2
    Download DM-Bunk_A1

    Visit Tsu for more updates on my activity.

    Download for the level is on my Tsu. I know its a bit strange but I am toying around with monetizing and stat tracking for downloads. My Tsu is going to be basically a central hub for my videos and map downloads as well as blogging. I will not use it for content I do not create.

    I have not forgot about my other two levels DM-Chamber and DM-Thebalist! My plan is to work on both of those maps in the same way that I have been working on DM-Bunk.








    Last edited by Castle; 01-12-2015, 02:31 PM.
    - Russell Meakim AKA The Castle
    YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
    Steemit: https://steemit.com/@thecastle
    Twitter: @zZCastleZz

    #2
    interecing concept, so.. DL not working :S
    --
    this map is only for ue4?

    Comment


      #3
      very interecing concept, so DL not working :S
      ---
      this map is only for UE4?

      Comment


        #4
        Downloading now Recently I started using Tsu more often, as fb changed rules/terms of use, today, so I'm not using it anymore, and I hope to see more ppl moving to Tsu. It's Your choice to place the download there, and I have nothing to it.

        I'll post feedback after some tests.

        Hpy Nu Yr ppl

        //

        I really like this map, it has a lot of potential, especially for dule despite the size. Several levels is certainly a good idea, as the vertical map style adds some twist and possibilities.

        Some advices for pickups, I would suggest to add Flak, would fit really wel for that kind of map (or replace Bio/one of the RL spawn). btw, wise decision not to add Rifles. Maybe adding another Enforcer as replacement for RL @ thighpads site would be a good idea too.

        Helment...really, waste of good spawnpoint. Placing armor vest right there would be more adequate. There is health keg nearby, players would pay more attention of controling the middle area to prevent from dominating the map, whitch leads to battle for armor and hp. There should be also more health vials, because there are plenty of percect spots to place them.
        Jump boots might be useful, just righ on actual vest spot. I have no idea about UDmg, it's too easy to get, too close to other important pickups. Maybe some1 else have some idea how to handle with it.

        Still need to play with some guys, cuz that's all I can say for now. Overall impression is really good, Love that kind of maps.

        peace
        Last edited by phoraxx; 01-01-2015, 03:01 PM.

        Comment


          #5
          Looks awesome. Definitely reminds me of reflex design wise and I really like the style of weapon placement as well as the fact that you chose not to include the shock rifle. Personally I think including the sniper could be a good idea and might fit the style of specific weapon archetypes that you are aiming for quite well. It might give the map an important weapon to control without breaking it (like shock would) but I have yet to play the level.

          The link is also broken for me :/
          Last edited by Flikswich; 01-02-2015, 01:04 PM.
          :|

          Comment


            #6
            Additional work on the level. I will be addressing feedback on the game play suggestions soon.



            - Russell Meakim AKA The Castle
            YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
            Steemit: https://steemit.com/@thecastle
            Twitter: @zZCastleZz

            Comment


              #7
              new DL link plz?

              Comment


                #8
                Why add static meshes so soon ? Don't you want to let players experience the map before putting in artistic work ? Unless you are very confident in your layout it would be best to keep iterating with BSPs only no ?
                RASTE IN PEACE !
                Maps: DM-Hydraulics | DM-Affliction
                Weapon: Redeemer

                Comment


                  #9
                  I fixed the download now!

                  Originally posted by Raste View Post
                  Why add static meshes so soon ? Don't you want to let players experience the map before putting in artistic work ? Unless you are very confident in your layout it would be best to keep iterating with BSPs only no ?
                  The development of this level is using a different method. I am using blocks that are very easy to manipulate. The method is inspired by Minecraft blocks or the style of design you find in engines like Cube/Tesseract. There are actually a few things going on here that make the process no longer need brushes as the base geometry. I actually prefer this method over the brushes currently in UE4 too.
                  Last edited by Castle; 01-03-2015, 06:28 PM.
                  - Russell Meakim AKA The Castle
                  YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                  Steemit: https://steemit.com/@thecastle
                  Twitter: @zZCastleZz

                  Comment


                    #10
                    Castle i am in love with this method expirimenting with it right now!! However isn't the collision count going to be insanely high? Or isn't this a problem for ue4.

                    About the map have you got aa enabled in postp volume? doesn't look like it

                    We could also add more meshes 50-50 cube 50-200 more wall meshes floors etc!
                    I like it a lot it's much more fun to map now.

                    Also i wanna know what Jim Brown and the other Devs think about this.

                    Or hurry the %$k up with geo tool 2.0
                    Last edited by sebas; 01-04-2015, 01:09 PM.

                    Comment


                      #11
                      Originally posted by sebas View Post
                      Castle i am in love with this method expirimenting with it right now!! However isn't the collision count going to be insanely high? Or isn't this a problem for ue4.

                      About the map have you got aa enabled in postp volume? doesn't look like it

                      We could also add more meshes 50-50 cube 50-200 more wall meshes floors etc!
                      I like it a lot it's much more fun to map now.

                      Also i wanna know what Jim Brown and the other Devs think about this.

                      Or hurry the %$k up with geo tool 2.0
                      As far as I know UE4 is a pro at handling lots of static meshes in a scene. I plan to do a pass on the meshes to optimize collision more. My main concerns right now is that each one of these blocks add a set amount of light map data even for faces that are not visible. I'll see what I can do to get more block variations in place. Keep in mind that with how things are setup you can rotate any object in any way you want and they will still look right. I also added detail pieces that work with the blocks. Those are the metal objects you see. They all follow a naming convention, so the blocks are block_ and the metal details are Detail_. I want to make the models into a separate download so everyone can make maps with them.
                      - Russell Meakim AKA The Castle
                      YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                      Steemit: https://steemit.com/@thecastle
                      Twitter: @zZCastleZz

                      Comment


                        #12
                        SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail.

                        Download from Tsu.
                        https://www.tsu.co/zZCastleZz/25028494

                        (I am vainly attempting to make Tsu my home blog and content center for stuff I do.)

                        Video:


                        Screen Shots:




                        - Russell Meakim AKA The Castle
                        YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                        Steemit: https://steemit.com/@thecastle
                        Twitter: @zZCastleZz

                        Comment


                          #13
                          DM-Bunk_a3 / Unreal Tournament 4 Ready for Download!

                          https://www.tsu.co/zZCastleZz/27883293

                          If you dont have a Tsu account you can still grab the level here.
                          Download DM-Bunk_A3


                          Last edited by Castle; 01-12-2015, 01:47 PM.
                          - Russell Meakim AKA The Castle
                          YouTube: https://www.youtube.com/channel/UCjE...JOGtfv1RK2DpNg
                          Steemit: https://steemit.com/@thecastle
                          Twitter: @zZCastleZz

                          Comment


                            #14
                            I really want to play some duels on this and i'm a fan of the art direction you're taking.

                            For some reason the dropbox link sends me to download the balist which I assume was unintentional :P

                            Keep up the good work
                            :|

                            Comment


                              #15
                              Looking really great Castle! The map seems to really have taken off over the last week, I can see this thing becoming the next master duel map for sure.

                              Comment

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