View Full Version : Stock map changes
SweetTooth
07-25-2007, 12:17 AM
So when GOW for PC hits with UEd i am thinking of doing LE's (League Editions) for all the stock maps. fixing things like places where people get out of maps. optimizing the maps for better performance. stuff like that.
there anythign anyone can think of that would make the stock maps less of a glitchers paradise?
Darth Axel 007
07-25-2007, 11:54 AM
Some of the glitches might have been because of the older unreal engine 3, idk, but we are sure that epic will have fixed these glitches on pc. Remember, updating the pc version is much easier than the 360 version so less glitches.
Plus I don't understand how people find it fun to get out of all the maps anyway.
Edit: If the glitches are still there, and lets say you decide to put a blocking volume in the entrances to outside the map [like in tyro station near the torque], you're going to have to send that map to every gears pc player in the world and have them replace their originals.
SweetTooth
07-25-2007, 02:07 PM
a blocking volume was exactly what i was going to do... and you dont have to have them replace it. just do like what is done in UT. rename the map: so Tyro would become Tryo-LE
Darth Axel 007
07-25-2007, 05:10 PM
a blocking volume was exactly what i was going to do... and you dont have to have them replace it. just do like what is done in UT. rename the map: so Tyro would become Tryo-LE I know, I meant if you were wanting people to play your 'fixed' versions of the maps, that's basically replacing the old map. Not actually replacing the file. Just never playing the old 'broken' ones instead. That would take a while. I'm sure the level designers of gears could easily place blocking volumes at the entrances of going outside the level. Right Lee Perry, lead level designer?
I hope he reads this actually.
SweetTooth
07-25-2007, 05:28 PM
I know, I meant if you were wanting people to play your 'fixed' versions of the maps, that's basically replacing the old map. Not actually replacing the file. Just never playing the old 'broken' ones instead. That would take a while. I'm sure the level designers of gears could easily place blocking volumes at the entrances of going outside the level. Right Lee Perry, lead level designer?
I hope he reads this actually.
getting people to play the versions i will put out wont be hard mostly because it wont be for main stream players. an LE is a LEAGUE EDITION which means those playing in the league will mostly be using it. or i could call it an FE for FIXED EDITION. still not sure what all i will do. so i will wait till the game is out to make the call.
Lee Perry
07-26-2007, 02:08 AM
Like Darth said, you really shouldn't assume the bugs you see in the 360 version to be present in the PC versions. Almost a year will have passed between the 2 versions.
FWIW, I was Lead LD on the 360 version, Jim Brown has taken the Lead LD role for work on the PC transition and new content, and the guys on that team have been doing a fantastic amount of work on all the content going into the PC edition.
SweetTooth
07-26-2007, 12:28 PM
Like Darth said, you really shouldn't assume the bugs you see in the 360 version to be present in the PC versions. Almost a year will have passed between the 2 versions.
FWIW, I was Lead LD on the 360 version, Jim Brown has taken the Lead LD role for work on the PC transition and new content, and the guys on that team have been doing a fantastic amount of work on all the content going into the PC edition.
i completely understand. but once i get the game and tool around it in UED i will see things that i feel should be fixed for better play... an anti portal here, a blocking volume there, remove this static mesh, move the placement of weapon X... you know stuff like that.
though i am glad yall are showing interest in all this still. makes me very happy :)
Darth Axel 007
07-26-2007, 12:35 PM
i completely understand. but once i get the game and tool around it in UED i will see things that i feel should be fixed for better play... an anti portal here, a blocking volume there, remove this static mesh, move the placement of weapon X... you know stuff like that.
though i am glad yall are showing interest in all this still. makes me very happy :)
Unreal Engine 3 doesn't use zones, it streams.
SweetTooth
07-26-2007, 12:44 PM
Unreal Engine 3 doesn't use zones, it streams. I think the level designers have already put antiportals etc where they need to be and scrutinized everything. Plus they were working with the xbox 360 so that was twice as important.
orly? guess i have more to learn for UEd for UT3... YAY!!!!
Powered by vBulletin® Version 4.1.6 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.