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DM-Coma - A015 - UT 0.1.12.1 cook

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  • replied
    Needs better scaling IMO, coz I feel like a garden gnome in it :< However, wasn't bad in 4v4, but if the scaling was right, it would be more of a duel map or 2v2/3v3 max. Also I believe that it needs to be less super mario in the future and more like outpost 32 - futuristic, unreal, not counter-strike'ish :]
    Last edited by Seban; 03-24-2015, 06:40 AM.

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  • replied
    Thank you guys

    Originally posted by Scinbed View Post
    I too have some concerns about the scale. Not that I am an expert on this, of course, I only recently started playing too.
    Originally posted by MoxNix View Post
    I think you have the scale about right too. It's fun to run around in anyhow with plenty of opportunities for trick jumps without making getting around too easy. Of course that's just with me alone in the map, the real test will be online with other players.
    Yeah, I started recently too and game's scale seemed a bit weird at first, but I'm starting to get used to Playing lots of different maps definitely helps a lot to get a subjective feeling, and then, coming back to my map and playing it once more gets me more convinced that the current scale and map size work quite decent at 1on1. Until some more playtesting does not prove otherwise, I will keep the current scale. A few opinions I get so far were also optimistic on that. Like MoxNix noticed, the map transisted into new UT with some nice and funny possibilities given by the movement and so. I was really afraid at the beginning how it will turn out. Yesterday I witnessed 4on4 TDM on it and... well, I thought it will be a lot worse Possibly 2on2 would work better.


    Originally posted by Scinbed View Post
    First thing I would suggest is to try and get some more variation in size of hallways and paths in general. Currently almost all of the main spaces feel very uniform and scaled similarly to each other. Getting some tighter hallways here and there, and maybe simplifying or removing some of the interconnected paths might help bring some identity into the map.
    Similar scale of main areas was intended. I didn't want to do any too wide opened area, but still wanted to have some nice sniping spots. You are absolutely right about identity and the feel of overall uniformity. I know this makes a new player confused at respawns, as the map has no real visual guidance right now. It's a subject I must take care of the most in near future.


    Originally posted by MoxNix View Post
    I realize materials are just place holders for now but the roof material on walls was odd. I actually did a double take when seeing it from across the map... "WTH? That can't be roof there! Is there a window I somehow didn't notice when I was there?" I had to run across the map and check.
    Oh yeah, I knew using it may be weird It's a placeholder of course - I simply wanted to make those walls stand out somehow and I guess by your notice that I succeded, hahaha ;D
    Last edited by insomnaut; 03-23-2015, 01:56 PM.

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  • replied
    A nice little map!

    I think you have the scale about right too. It's fun to run around in anyhow with plenty of opportunities for trick jumps without making getting around too easy. Of course that's just with me alone in the map, the real test will be online with other players.

    I realize materials are just place holders for now but the roof material on walls was odd. I actually did a double take when seeing it from across the map... "WTH? That can't be roof there! Is there a window I somehow didn't notice when I was there?" I had to run across the map and check.

    Leave a comment:


  • replied
    Had a good run around in there. Good job so far! The overall layout seems fun.

    I too have some concerns about the scale. Not that I am an expert on this, of course, I only recently started playing too.

    First thing I would suggest is to try and get some more variation in size of hallways and paths in general. Currently almost all of the main spaces feel very uniform and scaled similarly to each other. Getting some tighter hallways here and there, and maybe simplifying or removing some of the interconnected paths might help bring some identity into the map.

    Leave a comment:


  • started a topic [PROTOTYPE] DM-Coma - A015 - UT 0.1.12.1 cook

    DM-Coma - A015 - UT 0.1.12.1 cook

    Hello everyone. [Description updated 02-19-2016]

    I would like to share a new version of my duel map DM-Coma, finally redone from scratch with many changes applied. There are too many to write them all down and explain. The map is not completely redesigned, most of the layout is the same, but the feeling is different. Every area has been remodeled as in overall I tried to make it more like an UT4 map than a converted UT99 map it was before.

    The aim was of course to apply as much of the feedback given to me as possible, but also to simplify things a bit, make the map easier to read and navigate, make a better use of space available. I did my best to provide more space to fight and better sight lines - while the whole enviroment has been scaled down a little (with a great Map Scaler tool by RattleSN4K3).

    There are some important changes to the item placement - just to mention the Shock Rifle being swapped with Armor Vest.

    It's definitely not a final shell, there's a plenty of semi-random details, clearly unfinished stuff and lots of misalignments. Some ideas needs to be proven in game, some other will be incorporated soon. I've left a few notes on the map to express some thoughts.
    I hope you'll enjoy and look forward to your feedback. Have fun!





    Latest PAK: DM-Coma_A015-WindowsNoEditor.pak [Pak updated 07-13-2017]

    If you are a server admin, these may be useful to you:

    Code:
    + CustomMapList=/Game/DM-Coma/Maps/DM-Coma_A015
    + RequiredPackages=DM-Coma_A015-WindowsNoEditor
    + RedirectReferences=(PackageName="DM-Coma_A015-WindowsNoEditor", PackageURLProtocol="https", PackageURL="YOUR_OWN_REDIRECT_URL", PackageChecksum="c3ca81c8da4c7c5e2a07d9afe30100a5")

    Thanks to:
    - admins who run hubs and servers - for being so cool and positive to host the map
    - my folks at #ut4.pl IRC channel and forum.unreal.pl - for continuous support
    - all the people from the IRC channel #UnrealTournament - for every word so far
    - everyone - for every bit of feedback and every match played on the map

    Cheers!



    Version A015:
    - UE4.15 recook [UTbuild 0.1.12.1],

    Version A014:
    - UE4.15 recook [UTbuild 0.1.12],

    Version A013:
    - UE4.15 recook [UTbuild 0.1.11 released on 05/16/2017],

    Version A012:
    - UE4.15 recook [UTbuild 0.1.10 released on 04/18/2017],

    Version A011:
    - UE4.15 recook [UTbuild 0.1.9 released on 03/28/2017],

    Version A010:
    - UE4.15 recook [UTbuild 0.1.8 released on 02/22/2017],

    Version A009:
    - UE4.15 recook [UTbuild 0.1.7.1 released on 01/26/2017],

    Version A008:
    - UE4.14 recook [UTbuild 0.1.6 released on 11/10/2016],

    Version A007:
    - UE4.14 recook [UTbuild 0.1.5 released on 10/18/2016],

    Version A006:
    - UE4.12 recook,
    - released with its native scale, around 5.3% bigger then previously

    Version A005:
    - RL-lift liftjumps improved,
    - fixed blocking volumes behind Armor Vest - no jumping up on the shelves above the armor allowed anymore,
    - 1 health vial added above the Thigh Pads (now 4),
    - most of the text on walls have been removed or hidden,
    - hopefully (not sure yet) fixed teleport glitch - both teleports setup was causing player's direction to be messed up sometimes.

    Version A004:
    - shell WIP redone from scratch
    - new WIP lighting
    - item placement changes

    Initial versions - updates archive (from A001 to A003SE2):

     
    Spoiler
    Last edited by insomnaut; 07-13-2017, 08:07 PM.
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