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

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  • replied
    Originally posted by EnigmatiK View Post
    Oh yes, sorry !
    So, is there something here ?
    I updated the video you can have a look, there is nothing on the box where the amp used to be, but 3 vials on the nearby platform. I haven't made decision about this area yet, so welcome to give suggestions.

    Originally posted by van Kuss View Post
    Show us the other maps too if you can, would be awesome
    I have at least one ut3 map to finish, it will also be released for this new UT. Right now it is not ready in UE4 yet.


    Originally posted by darksonny View Post
    ChongLee hey! I hope you remember me lol

    The map somewhat reminds to another game with shiny blanks surfaces buildings whom game's name cant recall, sexy what pallning do you have with this map?
    Yeah I remember you!
    Been a while.
    Do you mean Mirror's Edge? The current plan is to make it next to a dam, so one side is a lake and mountains, another side is the dam, waterfall, and the city in the vista. But, still too early to tell the details.

    Originally posted by tigerclaw View Post
    I like this map the most from the OU beta maps

    It looks like it would really work well as a 1v1/2v2 or 4v4 map, the design aspects you've added are mostly good

    The only bad point is the lifts, the lift jump is wayyyyyyyy too high, the design kind of strips it like Deck17 does

    You could still get up to that right side area by hammer/shield jumping off the lift, in fact that's a trick to get into the windows too

    The redeemer spot above lifts was also more open in deck16, this allowed people to come out through the portal and either drop down or dodge over and out into the middle area through the windows, a popular route which opened up the map

    It's impossible to tell how the map will work until we have an alpha to practice with, but this looks very sound

    GJ
    Thanks!
    Yeah I agree the lift jump is something I need to think through. About the redeemer spot, I don't like what it is right now, I want to create lift jump opportunities there but don't want it to be too easy or too difficult...The route from the the redeemer to the window, currently it is blocked intentionally, but like I said, the whole room needs to be redone. I will do that in the next few days.

    Originally posted by G.Lecter View Post
    For a textureless map, it looks fantastic already! Loving the mix of indoor and outdoor spaces.

    As much as I'd want the Bio platform to have more use, I have to agree with lamarpavel's thoughts on the usefulness of the main room's ramps. The liftjump from Shock to Bio is probably my least favourite part right now, and it doesn't look very well scaled anyway. I kinda like the window to cover the Flak hallway from above, though... The other hole from Sniper to Flak will be fine as a drop-down, as long as the lift is removed, but you may want to close it up a little so you can't spam flak secondary from bellow so easily.

    I love the new Amp placement aswell, although I kinda felt there was too much useless space by the Rocket (now outdoors) area.

    Looking forward to seeing the progress! If there's any chance for this to become an official map, I'd say don't go much wilder with the changes from the original level...
    I actually agree on everything!
    Made some changes today, before seeing this post, so if you have time, check the new video or the sshots and tell me what do you think.
    About the SR to Bio Lift, yeah, I really need to redo for that area.

    Originally posted by HitscanGaem View Post
    I'm not very well qualified to judge which addition will enhance or hurt gameplay, but I do appreciate your ability to visualize new routes and modification to a classic map. Seeing them on video was pleasantly surprising.

    Even if most of them do not work out or make the final cut, I would like to commend you for the effort. It is fascinating how a few tiny adjustments can alter important areas and gameplay.

    Personally I like seeing "re-imaginings" more than remakes of originals, despite all the nostalgia I may have. The only caution I have for you is for waaay down the line when you get to decorating it. What came to my mind when you mentioned it being a dam was CTF-Hydro16 and its remake for UT3. I really liked the original Hydro, both for its layout and the distinct environment. When it was remade for UT3, while it kept the fun layout, I felt it lost a bit of its soul (the color pallet was dull, the radioactive goo pit was removed, the color contrast, etc). Now I know you plan on doing a nice outside environment which I am excited about, and I did enjoy the art direction of TheDecks2004. Just maybe not as much industrial clutter, etc. Since Deck has a very similar visual style I would hate to see it loose some flair. Sorry if I am being a bit of a worry wart here!

    http://liandri.beyondunreal.com/w/im...TF-Hydro16.jpg
    http://liandri.beyondunreal.com/w/im...F-Hydrosis.jpg
    I have the same feeling like you do for Hydrosis, the original one was way cooler but the new one lost it. Thank you for remind of this, I will try to avoid this as much as I can.

    Originally posted by sMoLz View Post
    Well, without that lift jump being possible, the map as it is would be absolutely unviable as the sniper nest side would be totally overpowered.

    I think most changes are good and make for a more fast paced and intricate map design, but the usefullness of the ramps is a very valid point, there is currently no reason to go there.

    Yeah this is also what I feel, I can't just remove that lift jump...Made some changes to improve the ramp usefulness, so give me feedback when you have time. Thanks!

    Originally posted by Wutsittou View Post
    Like the atmosphere of the open deck. Hopefully you will allow players to push others off the deck for a kill!
    That could happen.


    Originally posted by RMJ View Post
    This is how people should always showcase their wip maps imo, without textures.

    It focuses on the important part, the map with no texture clutter.

    Texturing comes after the map is more or less final.
    Can't agree more, the time you spend on the layout is never wasted, when it is done, you know it is solid, then do the art work, and you don't worry about redo it because there is no big surprise.

    Originally posted by orchild View Post
    This map would certainly work for the doublejump combo but without it you would need to change a whole lot. I love the basic layout, which i dont say quickly! It seems like a perfectly suitable tdm map, however not for 1vs1 dm (too large)

    My only worry is, the original deck was so exciting because some parts were very difficult to access (sniper control top) which required a lot of skillset using boots and shield from down below. It divided the map and made it super competitive. My only worry is, is the map not too accessible on every stage?? (Requires less skillset and could turn into chaos?)

    Other than that, i am jealous and wish i could do that. I have ideas but not your skillset imo top knotch work!
    Then just give me your ideas! No worry, I will try to balance it, a good difficulty but not a scary one. For now, it is too early to tell if all these changes are good. Need to wait for the real game to see.

    Leave a comment:


  • replied
    This map would certainly work for the doublejump combo but without it you would need to change a whole lot. I love the basic layout, which i dont say quickly! It seems like a perfectly suitable tdm map, however not for 1vs1 dm (too large)

    My only worry is, the original deck was so exciting because some parts were very difficult to access (sniper control top) which required a lot of skillset using boots and shield from down below. It divided the map and made it super competitive. My only worry is, is the map not too accessible on every stage?? (Requires less skillset and could turn into chaos?)

    Other than that, i am jealous and wish i could do that. I have ideas but not your skillset imo top knotch work!
    Last edited by orchild; 05-11-2014, 07:28 AM.

    Leave a comment:


  • replied
    This is how people should always showcase their wip maps imo, without textures.

    It focuses on the important part, the map with no texture clutter.

    Texturing comes after the map is more or less final.

    Leave a comment:


  • replied
    Like the atmosphere of the open deck. Hopefully you will allow players to push others off the deck for a kill!

    Leave a comment:


  • replied
    Originally posted by G.Lecter View Post
    For a textureless map, it looks fantastic already! Loving the mix of indoor and outdoor spaces.
    This "textureless map" creation is known as white boxing.

    Leave a comment:


  • replied
    Originally posted by G.Lecter View Post
    For a textureless map, it looks fantastic already! Loving the mix of indoor and outdoor spaces.

    As much as I'd want the Bio platform to have more use, I have to agree with lamarpavel's thoughts on the usefulness of the main room's ramps. The liftjump from Shock to Bio is probably my least favourite part right now, and it doesn't look very well scaled anyway.
    Well, without that lift jump being possible, the map as it is would be absolutely unviable as the sniper nest side would be totally overpowered.

    I think most changes are good and make for a more fast paced and intricate map design, but the usefullness of the ramps is a very valid point, there is currently no reason to go there.

    Leave a comment:


  • replied
    I'm not very well qualified to judge which addition will enhance or hurt gameplay, but I do appreciate your ability to visualize new routes and modification to a classic map. Seeing them on video was pleasantly surprising.

    Even if most of them do not work out or make the final cut, I would like to commend you for the effort. It is fascinating how a few tiny adjustments can alter important areas and gameplay.

    Personally I like seeing "re-imaginings" more than remakes of originals, despite all the nostalgia I may have. The only caution I have for you is for waaay down the line when you get to decorating it. What came to my mind when you mentioned it being a dam was CTF-Hydro16 and its remake for UT3. I really liked the original Hydro, both for its layout and the distinct environment. When it was remade for UT3, while it kept the fun layout, I felt it lost a bit of its soul (the color pallet was dull, the radioactive goo pit was removed, the color contrast, etc). Now I know you plan on doing a nice outside environment which I am excited about, and I did enjoy the art direction of TheDecks2004. Just maybe not as much industrial clutter, etc. Since Deck has a very similar visual style I would hate to see it loose some flair. Sorry if I am being a bit of a worry wart here!

    http://liandri.beyondunreal.com/w/im...TF-Hydro16.jpg
    http://liandri.beyondunreal.com/w/im...F-Hydrosis.jpg

    Leave a comment:


  • replied
    For a textureless map, it looks fantastic already! Loving the mix of indoor and outdoor spaces.

    As much as I'd want the Bio platform to have more use, I have to agree with lamarpavel's thoughts on the usefulness of the main room's ramps. The liftjump from Shock to Bio is probably my least favourite part right now, and it doesn't look very well scaled anyway. I kinda like the window to cover the Flak hallway from above, though... The other hole from Sniper to Flak will be fine as a drop-down, as long as the lift is removed, but you may want to close it up a little so you can't spam flak secondary from bellow so easily.

    I love the new Amp placement aswell, although I kinda felt there was too much useless space by the Rocket (now outdoors) area.

    Looking forward to seeing the progress! If there's any chance for this to become an official map, I'd say don't go much wilder with the changes from the original level...
    Last edited by TheGlecter; 05-10-2014, 12:46 PM.

    Leave a comment:


  • replied
    I like this map the most from the OU beta maps

    It looks like it would really work well as a 1v1/2v2 or 4v4 map, the design aspects you've added are mostly good

    The only bad point is the lifts, the lift jump is wayyyyyyyy too high, the design kind of strips it like Deck17 does

    You could still get up to that right side area by hammer/shield jumping off the lift, in fact that's a trick to get into the windows too

    The redeemer spot above lifts was also more open in deck16, this allowed people to come out through the portal and either drop down or dodge over and out into the middle area through the windows, a popular route which opened up the map

    It's impossible to tell how the map will work until we have an alpha to practice with, but this looks very sound

    GJ

    Leave a comment:


  • replied
    ChongLee hey! I hope you remember me lol

    The map somewhat reminds to another game with shiny blanks surfaces buildings whom game's name cant recall, sexy what pallning do you have with this map?

    Leave a comment:


  • replied
    Show us the other maps too if you can, would be awesome

    Leave a comment:


  • replied
    Originally posted by chonglee View Post
    Oh, but, the amp is not there any more. It is now on the roof.
    Oh yes, sorry !
    So, is there something here ?

    Leave a comment:


  • replied
    Originally posted by InoxX View Post
    It will be better to do a trick on the wall to have the Udamage
    Oh, but, the amp is not there any more. It is now on the roof.

    Leave a comment:


  • replied
    Originally posted by chonglee View Post

    Yeah, good to know more people dislike it so I can make the decision of removing it.
    It will be better to do a trick on the wall to have the Udamage

    Leave a comment:


  • replied
    Originally posted by frøsty View Post
    Loved the new navigation route from flak cannon to sniper nest.
    Also liked the opportunity to actually look outside: I know it's just a wip but having an "open" Deck might be interesting, I'd keep the flak area transparent to the outside, not really sure about the rocket area.
    Haha, I am happy you like it. My plan is to invite more open air into this map, the original one is too closed. Yeah the flak tunnel will also benefit from this. And the RL room, it is on the side that you can see the city in the vista and the big dam (or waterfall) to your right.
    I even think maybe this map can be named like Decky Dam, sounds weirdly interesting.

    Originally posted by InoxX View Post
    Amazing !
    But the elevator near the Udamage ... shame. I think you should remove this elevator, it's too easy.

    Yeah, good to know more people dislike it so I can make the decision of removing it.

    Leave a comment:

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