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    [PROTOTYPE] DM-Skybridge

    Skybridge is a multi-tiered Deathmatch level with a Bridge crossing over it's center as the main central element. It is built into the side of a structure (or maybe a cliff?) at the base of a bridge connecting the two sides. I built it with a focus on connectivity between the areas. I also wanted players to be able to utilize wall dodging and lift jumping to access some of the more deadly power items.

    Some of the goals I am working towards:
    -Good Flow
    -No Dead Ends
    -Strong Central Element
    -Player Orientation on spawn
    -Strong areas with varied tactical elements.

    I had originally started it is a quake 3 map, but did not get far into the first iteration. I then decided to use the basic flow and layout for UT.

    This is the first map I have made for UT since UT2004. Let me know what you guys think!

    Rough Flow maps/Whiteboard:
    https://dl.dropboxusercontent.com/u/...Whiteboard.jpg

    Player Count:

    8-12

    Map Dimensions:
    90 x 100 meters

    Weapons:
    Bio Rifle
    Flak Canon
    Link Gun
    Redeemer
    Rocket Launcher
    Shock Rifle
    Sniper Rifle
    Stinger


    Map pak (UPDATED!!! 06/01/2015):
    https://dl.dropboxusercontent.com/u/...wsNoEditor.pak
    https://mega.co.nz/#!RdglwbSI!dCSG5m...7XApo298MMnilI

    Changelists:

    06/09/2015:


    -Added Ammo Pickups
    -Added more player starts (Up to 23 now)
    -Adjusted player orientation on player starts.
    -Fixed Dead Ends
    -Moved MEGA Health to the center of the space, to allow for more fluid wall jump access.
    -Adjusted Lift Times/Velocity for easier lift jumps
    -Moved Bio Rifle to "Long Hall"
    -Moved Shield Belt to "Observation"
    -Added in Slope Dodge opportunity at "Round About" Health Pickup
    -Compressed outdoor area and added pipes to make it less of a drastic scale change (Still further investigating ideas here)
    -Added Height Variation in "Long Hall"
    -Added Pipes that act as sneaky option around "Long Hall"
    -Closed off Elevators, they still move to block view, but are closed off by glass
    -Added a lift near the Comm Tower -"Mid Overlook"
    -Made Comm Tower to be less Top Heavy
    -Fixed up some akward BSP instances


    -Further Defined what the spaces are going to represent with Art
    -Started Defining Background Asset placement for orientation
    -Replaced Large BSP with Static Meshes



    Video of me fighting bots.
    https://youtu.be/g1oPUPUoWXc


    Some Screenshots:








    Credit to Roel for the awesome material he created. It made prototyping this very smooth.
    https://forums.unrealtournament.com/...-for-you-guys-)
    Attached Files
    Last edited by Ghost of the Navigator; 06-09-2015, 06:41 PM.
    Currently Working on:

    DM-Skybridge

    https://www.linkedin.com/in/andrewseyko
    http://www.aws3d.com

    #2
    I have been mostly making small tweaks while awaiting feedback. Will have another update soon.
    Currently Working on:

    DM-Skybridge

    https://www.linkedin.com/in/andrewseyko
    http://www.aws3d.com

    Comment


      #3
      I have reworked the weapon pickups and started a base pass on lighting, meshing, and further defining what the different areas will be.

      https://mega.co.nz/#!ZE4E2I7L!Nh3r8V...Ral9imwxeUm5mw

      Attached Files
      Currently Working on:

      DM-Skybridge

      https://www.linkedin.com/in/andrewseyko
      http://www.aws3d.com

      Comment


        #4
        Looking awesome so far! Keep it up

        Comment


          #5
          Wow, looks like it's coming together nicely!
          Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

          Comment


            #6
            Looks awesome, Ghost. It flows well, and has an interesting setting. I imagine you could add soundeffects of traffic on the bridge. Perhaps once in a while the heavy rumbling of a train? I also like the feel of the Shockrifle room. The bright fluorescent tubes give it a distinct look. I guess much will be placeholders, but I think you should keep that vibe in that place.

            The only thing I don't understand are the two crushing pillars. I don't know what their function is, both in a visual and a gameplay perspective. Or maybe I'm missing something...

            Comment


              #7
              Ah yes, the crushing pillars were going to be elevators connecting the base area to the bridge. I need to flesh those out better to make that more clear.

              I was originally thinking they would act as a periodic way to break up sight lines on the upper level, and then started playing with having them crush people.

              For better feedback on that, if I were to stick with it, I would:
              -Make them look like elevators more, maybe glass with panel and frames.
              -Sounds for them going up
              -Warning sounds for them coming down.
              -Lights to indicate they are arriving + going to crush somebody.
              Currently Working on:

              DM-Skybridge

              https://www.linkedin.com/in/andrewseyko
              http://www.aws3d.com

              Comment


                #8
                really atmospheric, good work

                Comment


                  #9
                  Had a run around in this today, here's some general feedback.
                  • There are no ammo pickups anywhere on the map.
                  • A lot of the space felt very tight, other areas very open. In general there was a slightly uncoordinated feeling about it I couldn't quite pin down (see more specific stuff bellow)
                  • Pickups, both weapons and armour need better placement. You can make a lot more gameplay out of things like the shield belt than you are right now.
                  • Wasn't sold on the jump pad path, felt a little forced.
                  • Some of the space was tricky to navigate, there were a few changes in scale which, tiding some of that up would make it more readable.
                  • There are some nice opportunities to utilise the extra movement mechanics UT provides, some small changes would allow for them.


                  Other than that it flowed relatively well, there are a few specific areas I think need attention;
                  This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

                  Nice work, keep it up
                  Last edited by NATO_chrisjm; 06-01-2015, 05:45 PM.

                  Comment


                    #10
                    Awesome feedback NATO, thanks a bunch

                    Will tackle those this week.
                    Currently Working on:

                    DM-Skybridge

                    https://www.linkedin.com/in/andrewseyko
                    http://www.aws3d.com

                    Comment


                      #11
                      Another Update!:

                      https://dl.dropboxusercontent.com/u/...wsNoEditor.pak
                      https://mega.co.nz/#!RdglwbSI!dCSG5m...7XApo298MMnilI


                      06/09/2015:


                      -Added Ammo Pickups
                      -Added more player starts (Up to 23 now)
                      -Adjusted player orientation on player starts.
                      -Fixed Dead Ends
                      -Moved MEGA Health to the center of the space, to allow for more fluid wall jump access.
                      -Adjusted Lift Times/Velocity for easier lift jumps
                      -Moved Bio Rifle to "Long Hall"
                      -Moved Shield Belt to "Observation"
                      -Added in Slope Dodge opportunity at "Round About" Health Pickup
                      -Compressed outdoor area and added pipes to make it less of a drastic scale change (Still further investigating ideas here)
                      -Added Height Variation in "Long Hall"
                      -Added Pipes that act as sneaky option around "Long Hall"
                      -Closed off Elevators, they still move to block view, but are closed off by glass
                      -Added a lift near the Comm Tower -"Mid Overlook"
                      -Made Comm Tower to be less Top Heavy
                      -Fixed up some akward BSP instances


                      -Further Defined what the spaces are going to represent with Art
                      -Started Defining Background Asset placement for orientation
                      -Replaced Large BSP with Static Meshes

                      Attached Files
                      Currently Working on:

                      DM-Skybridge

                      https://www.linkedin.com/in/andrewseyko
                      http://www.aws3d.com

                      Comment


                        #12
                        Looking awesome, Great scenery and Update! Cant wait until this is complete. The map name sounds awesome so should the map itself

                        Comment


                          #13
                          The atmosphere is very unique, i love
                          Last edited by CarlGustavJung; 06-10-2015, 12:56 PM.
                          MOD Crysis :Crysis Expanded
                          MOD Crysis 2: Crysis Revival
                          MAP UT4: DM-TheEDge51 QuarryStone

                          Comment


                            #14
                            Just played the Beta 4 version. I really love this map, and how it is shaping up. I see you've made cages arround the lifts, I think it is a major improvement. I did notice you could walk through the doors, is this intentional? Keep it up!

                            Comment


                              #15
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                              Overall a pretty fun map I like the overall theme and the direction the map is headed. Beyond the attached feedback above I think a large focus needs to be put on lighting areas of the map a bit more strongly/differently to make them stand out such as some of the rooms/hallways/doorways. Also you may want to do a pass on the powerful pickups to spread them through the map more evenly as they can be picked up one after another atm and it takes a bit of the strategy away and makes many parts of the map go largely unused.

                              Comment

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