Announcement

Collapse
No announcement yet.

DM-Divine

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

    [PROTOTYPE] DM-Divine

    Hello!

    I've been working on a layout for the last few days and I think it's a good time to get some feedback. It's a small sized Deathmatch map for 2-4 players, and very much work in progress of course, so I'd appreciate any feedback to help make this map fun to play!

    There are some lift-jumps in the map, and I can't quite get the bots to use them (correctly), otherwise it should be fully functional.


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

    Download DM-Divine001 (Latest, 11-04-2015)

    [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14776&d=1428722175[/SCREENSHOT]

    [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14777&d=1428722176[/SCREENSHOT]

    [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14778&d=1428722177[/SCREENSHOT]

    [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14779&d=1428722178[/SCREENSHOT]

    [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14780&d=1428722179[/SCREENSHOT]
    Attached Files
    Last edited by sklare; 04-10-2015, 11:21 PM.
    Portfolio

    #2
    Originally posted by sklare View Post
    Hello!

    I've been working on a layout for the last few days and I think it's a good time to get some feedback. It's a small sized Deathmatch map for 2-4 players, and very much work in progress of course, so I'd appreciate any feedback to help make this map fun to play!

    There are some lift-jumps in the map, and I can't quite get the bots to use them (correctly), otherwise it should be fully functional.
    Hey, So not much to give feedback on since I only ran around this offline by myself and with no bots. But from my run through, the relative scale of seems to work fine but I'm not so sure of the overall scale (this may just be map knowledge so I'll leave it at that ^_^).
    Visually, I would suggest that you tone down the reflection and such a lot. Either reduce the amount of reflective material you're using and/or remove or reduce the lens flare and reflection effect in the post process. It was a lot distracting with me running around myself, so I can imagine how frustrating it may be for most people in an online match.

    With regard to the lift exit, search in the actor dialog box for the UTLiftExit actor and place that in the location of the lift exit and set the parameters accordingly. You will still need to build paths to make sure it works.

    Nice work.
    Last edited by jayoplus; 03-26-2015, 07:45 PM.
    MyArtstation
    @jayoplus

    Comment


      #3
      Originally posted by jayoplus View Post
      Hey, So not much to give feedback on since I only ran around this offline by myself and with no bots. But from my run through, the relative scale of seems to work fine but I'm not so sure of the overall scale (this may just be map knowledge so I'll leave it at that ^_^).
      Visually, I would suggest that you tone down the reflection and such a lot. Either reduce the amount of reflective material you're using and/or remove or reduce the lens flare and reflection effect in the post process. It was a lot distracting with me running around myself, so I can imagine how frustrating it may be for most people in an online match.

      With regard to the lift exit, search in the actor dialog box for the UTLiftExit actor and place that in the location of the lift exit and set the parameters accordingly. You will still need to build paths to make sure it works.

      GL.
      Hey, thanks for the feedback so far! You're completely right about the reflection-problems, will fix them with the next build. I tried some UTLiftExit actors of course, I'm no stranger to them, but to little avail so far.
      Portfolio

      Comment


        #4
        Judging from the screenshots I like the changes you did. I'll give this one a go as soon as I find some spare time.
        @UDamage: I'd rather see this in a more deadendish place. Now it's not that easy to reach (referring to an earlier version of the level) but still there's a safe way to get away with the UDamage. If the the opening (the one not connected to those pipes) would face the big gate in the middle of the room, it would be more dangerous to get the UDamage.
        If you see me grinning, it's a disguise.
        If you see me grinning, don't trust my lies.
        When the ink dries, we'll have another masterpiece.
        When the drink dies, we'll have another restless sleep.

        Comment


          #5
          Hello! I've been working on a new version of the map, which can be downloaded here:

          Download DM-Divine001 (Latest, 11-04-2015)

          [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14776&d=1428722175[/SCREENSHOT]

          [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14777&d=1428722176[/SCREENSHOT]

          [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14778&d=1428722177[/SCREENSHOT]

          [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14779&d=1428722178[/SCREENSHOT]

          [SCREENSHOT]https://forums.unrealtournament.com/attachment.php?attachmentid=14780&d=1428722179[/SCREENSHOT]

          Changes:

          - Added new sections to the layout, making the map larger
          - Reworked the visuals (also fixing some problems regarding reflective materials, thanks jayoplus!)
          - Reworked the Item-Placement around the map, adjusting it to the new layout
          - A lot of little changes and fixes
          Portfolio

          Comment


            #6
            Great layout sklare! I miss a bit the dark theme but it's fun ...except this ramp breaking the flow (probably built under influence of an hightech local napali cocktail )

            With a jumppad the shieldbelt emplacement doesn't look dangerous at all.
            Attached Files
            DM-IronSight-CTF-GreenCause - DM-Blaster - CTF-RavenBreak - Assault Mappack
            Download Folders: My maps & Assault Mappack

            Comment


              #7
              Thanks Bloodk1nG! The jumppad is still a concern of mine, I tried out some different versions without it but ultimately they felt too frustrating. Maybe I can disable the jumppad for 3 seconds when the belt is picked up, could work nice as a gameplay mechanic and might be the compromise I'm looking for.
              Portfolio

              Comment


                #8
                Any news about the meshed version ?

                Comment


                  #9
                  Originally posted by toninus View Post
                  Any news about the meshed version ?
                  Are you ChrisUT4 with a new name ?
                  RASTE IN PEACE !
                  Maps: DM-Hydraulics | DM-Affliction
                  Weapon: Redeemer

                  Comment


                    #10
                    In case you hadn't seen it yet and are interested:

                    Community WIP Maps on Epic HUBs

                    Comment

                    Working...
                    X