Announcement

Collapse
No announcement yet.

[Map][Remake][WIP] DM-Deck [New Version 20180305]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by chonglee View Post
    The Latest Version:
    20140615


    Download:
    >>>>Download this map from Wuala<<<<
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    Changelog:
    [20140615]
    - Layout changes for both visual and gameplay
    - Reverted some changes so it gets back some of the original Deck feelings, I am still thinking on it.

    Latest Screenshots
    Need to update screenshots!

    Videos


    Map Name (code name for now):
    Deck-CLee


    Map Description:
    Deck remake

    Concept and Design Intention:
    * Current plan, could be changed later *
    • The current basic layout is a hybrid of UT99 version and UT3 version, with newly added navigation opportunities
    • The overall scale is close to UT3 (based on OT metrics), try to find a balance for dodge-only and dodging jump gameplay
    • Layout connectivity be the focus for new ideas
    • Different approach from what I did 10 years ago in TheDeck2004
    • Visually one key element is the big slope(roof) on the lower side which creates an overall slanting shape
    • The map will be located next to a dam(or a natural waterfall) which is facing the city in the distance

    * A draft I did a few days ago, the intention in it is not up to date, so just for fun *


    References:
    To be prepared

    Previous changes:
    [20140610]
    - The armors are now real pickups instead of placeholders
    - Tuned some of the pickup locations
    - More playerstarts added, 1st pass is done
    - A few blocking volumes to smooth collisions
    [20140604]
    - Replaced the placeholder health pickups with real ones
    - Replaced the placeholder double damage with a real one
    - Replaced the placeholder jumppad with a real one
    [06022014]
    - Another test to see if the map scale is still big
    - Micro layout modification to represent some level art intentions
    - 1st pass of basic lighting, a very first rough pass
    - Start to use the official weapon bases
    - Some changes to refine the gameplay element
    - Some playerstarts roughly added
    If you wanna make a competitive version of deck, I suggest you emulate this version:

    Leave a comment:


  • replied
    very good map!!

    Leave a comment:


  • replied
    Well done chonglee!! What an amazing re-make. The layout is looking great. This is what I believe UT4 should be all about. You have made the map recognizable as Deck and added new elements. I would adapt this philosophy to every aspect of the new UT, gameplay, movement, weapons, environment, EVERYTHING. I'm sure its not that simple but hey, I just play the games.

    Leave a comment:


  • replied
    Thank you stevelois for the all time support! I will try not to disappoint Deck lovers.

    Leave a comment:


  • replied
    Just watched the vid in the OP, I must say, Lee, this version will be a blast !!!

    Keep up the good work

    Leave a comment:


  • replied
    Start from today, I will try to release new versions more frequently, probably twice per week, not to speed up the iteration (at this point, it is not necessary to speed up map iteration because the core system has not been mature yet), just so you don't have to wait for one week to see updates.

    I just uploaded today's version:
    Download from Wuala

    The main changes are replacing the placeholder health pickups and the amp with the official ones. Also I tried the slippery physics material thing to make the slope dodge, but for now it doesn't really work.
    The latest screenshots have been uploaded.


    Check the original post.

    ------------------------
    Updated on 20140610:
    - The armors are now real pickups instead of placeholders
    - Tuned some of the pickup locations
    - More playerstarts added, 1st pass is done
    - A few blocking volumes to smooth collisions

    ------------------------
    [20140615]
    - Layout changes for both visual and gameplay
    - Reverted some changes so it gets back some of the original Deck feelings, I am still thinking on it.
    Last edited by chonglee; 06-15-2014, 12:40 PM.

    Leave a comment:


  • replied
    Made some videos on the movement in this map, based on 05-30 build.

    The first one is around the SR area on the teleporter side:
    http://youtu.be/ACM-8xGyVhA

    Around the lift room:
    http://youtu.be/yUlYPgEumss

    Stairs bouncing:
    http://youtu.be/mgOSihSawgo

    Multi dodge movment:


    ----------------------

    Proto 4 of this map has been uploaded:
    https://www.wuala.com/chongleebnw/Pu..._06022014.zip/

    A simple list of what have been done in this weekend, more details will be added later:
    - Another test to see if the map scale is still big
    - Micro layout modification to represent some level art intentions
    - 1st pass of basic lighting, a very first rough pass
    - Start to use the official weapon bases
    - Some changes to refine the gameplay element
    - Some playerstarts roughly added
    Last edited by chonglee; 06-03-2014, 09:59 AM.

    Leave a comment:


  • replied
    Hmm thats a big difference.
    It might change a little when they decide on the movement i guess.

    The map looks good so far tho

    Leave a comment:


  • replied
    Made a video to compare the size with other decks:


    Using time to compare the size, is pretty relative, because between different generations, the movement speed could be quite different, for now at least I know for sure i don't need to reduce the size of this map. Will see if I need to enlarge a bit base on the final version of the movement system.
    Last edited by chonglee; 06-01-2014, 09:25 PM.

    Leave a comment:


  • replied
    Originally posted by peterk View Post
    please add the jumppad to the low area of the map as it is in the 2k4 version. For FFA/TDM it just add such a good flow for the map. Maybe for 1v1 its better to have the boots, becouse its one more item to time but other than that i prefer the 2k4 version of the map.

    I will try if it can be added, not sure for the moment. But I agree there could be something to think about for the big pool area.

    Originally posted by UTonPC View Post
    Chonglee,

    Fantastic map design and update to Deck! I wish I could test play it with UE4, but I'm afraid my 7 yr old laptop will crash and never recover if I tried.
    I enjoyed the video you made of the alpha. Are the movements based on Epic's base model? Looking forward to seeing this level in the new UT!

    I wish you can run and play this map too, it is really different between watching a video and playing it. The map is currently developed right based on the new UT, which means I grab the project from GitHub and do my map work on it. So the movement you see in my video (not the early ones) is what Epic currently developing buy using blueprints, for now, there are a few different blueprints, mostly I just use the default one of the daily version when record the videos.

    Leave a comment:


  • replied
    Originally posted by Sly. View Post
    While I like the idea you expressed, I would like to stress that DM maps need safe spawning points where you have some cover/less action so you can equip yourself.
    I would suggest to make those closed at certain times (with metal doors) and open up at others. That would make for a dynamic gameplay, eventually nasty traps and more action at certain times. I believe, it could be worth a try that way, but I don't suggest making the portals accessible all of the time.
    Good that you mentioned, good spawn points are a must to make a map balanced also. But it still requires this new UT to come with a revamped spawn system that actually works.

    I too want to see that at least being tried. If the game/engine allows warpzone and nobody else tries it before I get an upgraded PC I'll make this and some variations myself.

    Leave a comment:


  • replied
    Originally posted by luauDesign View Post
    [shortened to avoid excessive lenght of post]
    While I like the idea you expressed, I would like to stress that DM maps need safe spawning points where you have some cover/less action so you can equip yourself.
    I would suggest to make those closed at certain times (with metal doors) and open up at others. That would make for a dynamic gameplay, eventually nasty traps and more action at certain times. I believe, it could be worth a try that way, but I don't suggest making the portals accessible all of the time.

    Leave a comment:


  • replied
    Chonglee,

    Fantastic map design and update to Deck! I wish I could test play it with UE4, but I'm afraid my 7 yr old laptop will crash and never recover if I tried.
    I enjoyed the video you made of the alpha. Are the movements based on Epic's base model? Looking forward to seeing this level in the new UT!

    Leave a comment:


  • replied
    please add the jumppad to the low area of the map as it is in the 2k4 version. For FFA/TDM it just add such a good flow for the map. Maybe for 1v1 its better to have the boots, becouse its one more item to time but other than that i prefer the 2k4 version of the map.

    Leave a comment:


  • replied
    Originally posted by chonglee View Post
    I

    Thanks M^uL, I think there won't be The Deck, maybe Epic will let the community to contribute so they can focus on the core game and some new maps,
    Yeah I think you're right - they will probably contribute a few new reference maps for each gametype.

    Leave a comment:

Working...
X