In the time I have played this map I have not once fallen off. So I guess I don't have a preference on the to use blocking volumes or not issue. I would just keep it the way it is as it may add a degree of difficulty to the map.
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Hey, great improvements !
I knew after seeing your DM-Nano that lightings would be far better than the past preview screenshots! Well this one map is outdoor, so I think you learned a lot ! Your good lightings seems to soften the "texture overflow" feeling I had at first. Even if there is still too much detailed textures to me.
About invisibleWalls/KillVolumes.
Well everyone has its own tastes, so I go with mines:
- I would let the player go out on the peer section, letting him swim for some yards before to face a wall. This way, if he's so ""stupid"" to try desperatly to reach a wall, then he'll make an easy target for others.
- I'd block all other outer access with block volumes, making sure to add coherent blocking meshs too.
- That dosen't bother me if players are killed (killVolume) when thrown away by some opponents attack (upper section only).
I think the skybox (mountains, sky) lacks a little realism.
In term of gameplay, I think you found a very good balance, efficient architecture, well placed weapons, ammos, shields,... Will probably make a best seller !
Looking for final.
See ya !
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Originally posted by Zerglings View PostHey steve is this map updated for proformance I got only 45 - 90 fps not even forcing controls in Nvidia panal.
whats going on?
I never had probelms in your early versions of you map.I didn't cull mesh yet since I don't feel the need to so so since I've got 75 FPS on my PC but I'll optimize the map a bit
Originally posted by molosev View PostHey, great improvements !
I knew after seeing your DM-Nano that lightings would be far better than the past preview screenshots! Well this one map is outdoor, so I think you learned a lot ! Your good lightings seems to soften the "texture overflow" feeling I had at first. Even if there is still too much detailed textures to me.Yep, it take me some time to obtain that lighting. And now I like it. Happy you like it to dude
I also reduce the material complexity on some of my materials but maybe not enough for some
About invisibleWalls/KillVolumes.
Well everyone has its own tastes, so I go with mines:
- I would let the player go out on the peer section, letting him swim for some yards before to face a wall. This way, if he's so ""stupid"" to try desperatly to reach a wall, then he'll make an easy target for others.
- I'd block all other outer access with block volumes, making sure to add coherent blocking meshs too.
- That dosen't bother me if players are killed (killVolume) when thrown away by some opponents attack (upper section only).
I think the skybox (mountains, sky) lacks a little realism.
In term of gameplay, I think you found a very good balance, efficient architecture, well placed weapons, ammos, shields,... Will probably make a best seller !
Looking for final.
See ya !
I'm surprise you mention the skydome/montains aren't realist since it is something that most folks like very much ? Maybe reducing the lighting brightness a bit will be enough ? Those rocks already cast shadows to.
THX for your feedback mate
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Originally posted by stevelois View PostFor BV, I don't intent to change it simply because I want to be consistent. I don't want to let some "loose" on some spots & block on other spots. It's a good idea mate but I want the player to understand that if he go outside the play area, he will eventually die, as simple as that
I know what it is to deal with the limits, I'm currently trying to get something coherent in BR-THOR_BOWL.
Originally posted by stevelois View PostI'm surprise you mention the skydome/montains aren't realist since it is something that most folks like very much ? Maybe reducing the lighting brightness a bit will be enough ? Those rocks already cast shadows to.
I feel it like that because blue zones are more smoothly melted than white ones.. Well maybe not I don't know
The texture is a little stretched on the base of the dome, but this is barely noticeable during game.
I just noticed that the sky was slightly moving !! Maybe a little too slow..
Does the whole sky is rotating or only the clouds ?
The lense effect is nice, how did you do it ?
About the mountains, I think the geology is a little brutal for a waterfront, but I guess this could eventually happen. And your are your own god after all.
Those are just details.
Originally posted by stevelois View PostTHX for your feedback mate
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Originally posted by molosev View PostAbout the sky, I guess blue is cloud and white is sky, isn't it ?
I feel it like that because blue zones are more smoothly melted than white ones.. Well maybe not I don't know
The texture is a little stretched on the base of the dome, but this is barely noticeable during game.
I just noticed that the sky was slightly moving !! Maybe a little too slow..
Does the whole sky is rotating or only the clouds ?
Well, only the clouds are moving & they're moving veeeeeeeeeeery slow to match the angelic music background speed & since it's a calm & serene place, it as to be slow, like a perfect timing if your doing tai-chi as I do. I notice that the clouds are a bit stretched at the bottom & by making them moving faster, the stretching is even worst lol
The lense effect is nice, how did you do it ?
http://unrealoldfriends.activeboard....picID=31809093
About the mountains, I think the geology is a little brutal for a waterfront, but I guess this could eventually happen. And your are your own god after all.
Those are just details.
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THX & I hope you will like it even betterYou can grab it from my homepage since it's available now.
I'm uploading the PS3 version atm & the Epic / UOF finals threads will be done soon.
EDIT
Final Epic thread here : http://forums.epicgames.com/showthread.php?t=711329
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