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DM-Aly (NOW FINAL)

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  • replied
    Hey dude,

    Well, I know, the lighting is a mess in beta 1 and RC1 will be more what I intended to release in the first place. I didn't figure out how to make it look the way I wanted to so that's why I released B1 since I was stuck. Friends as been able to guide me in the right direction so you will have contrast this time.

    I understand what you mean about adding some damaged / old objects here & there. Fortunately, I have some ideas but since the stock assets I have in mind don't even exist & I don't want to create them from another program & import them. I don't have the time nor the will to do so. That include torches.

    For immersion, I thought of adding leaves that float on the water, passing birds & others things but it will take me to much time & will also impact FPS & anyway most players don't even see those nice little details so. It would be hard to add much details about the story because I don't know myself so I can't really go deeper in it lol

    Lots of things as been changed / add in my latest build. I can see that many points of your comments as already been address in my version so it would be to long to explain what as been changed / enhanced.

    Indeed, Odedge suggested a Kismet sequence but I don't know a sequence of what in the first place ? I ship passing by perhaps like in DM-Marauder ?

    I would like you to comments on my RC1 release when available if it's not to much to ask so at least you will have a more pleasing experience based on a more polished map.

    THX for your great feedback, it's well appreciated

    Leave a comment:


  • replied
    Hi Stevelois,

    I tested your map, I won't make remarks on gameplay as I haven't played UT3 a lot. The kind of spiral up gameflow seems to me very interesting.

    I haven't read all of the posts and I don't know exactly what is the currrent state of your map, nor what kind of feedback you're really after. I base my critics on your screenshots.

    Concerning visuals and your global universe:

    I read in your presentation that this place was inhabited, but I can't see traces of past life in this area (except the architecture obviously). I would find interesting to know what this place was used for (temple, house, forum,..), maybe by adding some more details. I know that too much collided static meshs hurts the player moves, but still some broken, aged objects here and there could greatly increase immersion.

    Globaly I think you use too much detailed textures. there's detail everywhere and I don't know where to look to get a little rest, calm my nerves..
    I think you should consider cleaning this a bit, because it hurts the level's lisibility IMO. The best way to me, is to increase the level of detail only in certain areas and leave other rather "blank", in order to give each room an identity.

    About lights, lighting has greatly improved since I first tested your map.
    However I think it still lacks contrast (maybe due to texture overflow).
    Your light meshs are a little out of context, it seems like electrical lights (particulary those that hangs from the roof) as I would expect something more like torches. Furthermore their effect dosen't seem very effective in the lighting process of the level (except a little halo on the wall), better to delete them in this case.

    Nobody has any answer, it suggests that all these people were kidnapped by a unknown higher power, Aliens perhaps ?
    I don't know if you already did it, but it would be nice to add some clue about the incident, something not too evident but original. I can't think of anything yet but it would greatly increase the map's identity IMO. Odedge suggested a Kismet sequence..

    Some textures looks a little awkward in the way you use them. (damaged wall tiles used as a decoration - slightly visible in screenshot 1)

    Some invisible walls are iritating, maybe consider adding some ironwork, like a door or a fence.

    I don't know if the platform would stand this way without pillars beneath it (screenshot 2).

    Level is rather coherent, you have great skills in mapping.

    Keep up the good work

    Leave a comment:


  • replied
    Originally posted by FelipeCSL View Post
    I can't play your map, every time I try the game crashes and I get an error message about Microsoft Visual C++. How can I solve this problem? This is the only map in which I get this error.
    Sorry to ear that. I have no idea why. Your the second person who it's happening. Look more like isolated issues because if the map was corrupt, everyone wouldn't be able to load it.

    The C++ error is very often related to the OS your using. My pc specs are mentioned in the first post. Don't know if you use Windows Vista or 7, it may be a problem related to OS's.

    Hope that Rc1 will be ok on your rig.

    Leave a comment:


  • replied
    I can't play your map, every time I try the game crashes and I get an error message about Microsoft Visual C++. How can I solve this problem? This is the only map in which I get this error.

    Leave a comment:


  • replied
    ntel Core 2 Duo E8400 (3.0 GHz/1333/6M)

    I use to have something like that a few years ago But Now I got a beast a real killer i7 860 with each 4 cores 3.20GHZ 4 & 8M caches running up to 3.60GHZ in high end games.

    Leave a comment:


  • replied
    LOL

    The day you'll reach 3000 post, it's gonna be a mighty big party

    Indeed,I have a lot of free time on my hands so most of the time, I map.

    Yeah, I understand what you mean speaking of lighting. But it's much better now The fact is that you can always improve things even if you think it's ok

    It's funny you see my PC as a killer machine because here it's a 1000$ PC, nothing expensive. Today, it's a medium gaming machine. PC's I resell are way more powerful than mine for the same price.

    Leave a comment:


  • replied
    Just because I can... 200'th post!!!!!!!!!! (In this thread)

    And wow you seem to have a lot of free time. It's been a few weeks and I wont be able to even release an alpha of my map until this weekend. I'll check out your homepage.

    P.S. I just looked at what you said about your computer specs on your main post and wow you have a killer computer.
    P.S.S I don't think the lighting is too terribly bad. After all most of the map isn't exposed to the sun due to the surrounding walls and buildings. I suppose if Aly existed in real life it would be all shade at the bottom of the map. Now that all of my comments that are completely unrelated to each other are finished I'll let you get back to your mapping

    Leave a comment:


  • replied
    Well, to give an approximate idea of how many hours per day I can spend on my maps, I can say a minimum of 3 hours per day in the week & a minimum of 8 hours per day in the w-e.

    I'm addict to mapping which but since real life is very quiet, I have all my time for me.

    But anyway, look at my homepage for more update until RC1 to follow the dev.

    Leave a comment:


  • replied
    Originally posted by rathalos150 View Post
    Small question. How much time do you commit to mapping every day or week? It's so hard for me to find 30 minutes in a day anymore. That is unless I work on maps at work. The unreal ed interface looks so much like blue prints I could get away with it. After all I do work for a design firm :P
    Then again I have nothing to do with "blue prints" at my job...forget I said anything.

    Leave a comment:


  • replied
    Small question. How much time do you commit to mapping every day or week? It's so hard for me to find 30 minutes in a day anymore. That is unless I work on maps at work. The unreal ed interface looks so much like blue prints I could get away with it. After all I do work for a design firm :P

    Leave a comment:


  • replied
    Originally posted by rathalos150 View Post
    That's good to know. I don't think you should need to change very much from BETA . It already seems good enough to be a map that came with the game. I suppose waiting a while for improvements can't be a bad thing. I wouldn't be too suprised to find it looking even better in a few weeks. Can't wait for it :P
    Wow mate, THX for the compliments

    Still, I don't like the look of B1, the lighting is a mess & many others small things are unfinished. I made a mistake when I said to Odedge it was 95% complete. After I think about it, it's more like 80% & trust me the 20% left to do does shows because the version I'm playing with is much more better visually speaking. Now I have lighting contrast & more details everywhere

    There are maps that I need to test out from my fellow on UOF forums & that will slow my release of RC1. I have start something new today which I'll post in my Stevie's corner after this post because it out of topic.

    THX very much for your interest in my works mate, it is appreciated

    Leave a comment:


  • replied
    Originally posted by stevelois View Post
    Yep, I'll release only 1 another version before the final which will be RC1.

    I figure at first to release the final in November but it will be RC1 instead. Therefore RC1 will be the more complete build. Only thing that will change in the final is depending of RC1 feedback & I presume there won't be much feedback.

    RC1 should be ready in ±2 weeks & the final roughly at the end of this month or at the beginning of December.
    That's good to know. I don't think you should need to change very much from BETA . It already seems good enough to be a map that came with the game. I suppose waiting a while for improvements can't be a bad thing. I wouldn't be too suprised to find it looking even better in a few weeks. Can't wait for it :P

    Leave a comment:


  • replied
    Originally posted by rathalos150 View Post
    Are you planning on releasing more BETAS or going all the way to Full Release next time? And If possible can you estimate the time to the next release. Keep it up
    Yep, I'll release only 1 another version before the final which will be RC1.

    I figure at first to release the final in November but it will be RC1 instead. Therefore RC1 will be the more complete build. Only thing that will change in the final is depending of RC1 feedback & I presume there won't be much feedback.

    RC1 should be ready in ±2 weeks & the final roughly at the end of this month or at the beginning of December.

    Leave a comment:


  • replied
    Originally posted by stevelois View Post
    Well, it's normal mate you don't recognize the previous release with this beta since I redone the layout from scratch in alpha 2 & just enhance the gameplay in alpha 3.

    The meshing & all make all the difference & it's normal. Just see the BSP as your floor plan, nothing more BTW, do you like it ?

    Well, I'll surely try your beta when available mate. But keep in mid that building a level based on another game is not obvious because you must adapt the map with this game mechanics. Just moving things around isn't enough. But you will see that by yourself while you building the level.
    Well I'm not trying to recreate the map. I just enjoy the general layout. Because this is a completely different game there is no way to stick completely to the original waverider if i wanted to because of small things like not having the ability to climb ladders and such.

    The original map had a rustic oldtime beach feel. I would like to keep the layout but alter it for a slightly more futuristic look and feel.

    I'm not quite sure that when you asked if I like the BSP if you were talking about your map or mine so I'll answer both :P

    Mine- It's too early to tell but so far I already like it more than most of my attempts at mapping.

    Yours- Looking good (as I've probably said in a previous post.)


    Are you planning on releasing more BETAS or going all the way to Full Release next time? And If possible can you estimate the time to the next release. Keep it up

    Leave a comment:


  • replied
    Originally posted by rathalos150 View Post
    Dang, I barely recognize the map from alpha 1 and 3. The meshing made a HUGE difference.

    (on a separate note) I'm currently working on a map inspired by the map WaveRider from NEXON's game Combat Arms. Although I am only in the process of building the foundation with BSP, I can already see the resemblance. I'm very nit picky and want to get as close to the original design as possible. (with a few exceptions)
    I am doing the right thing by starting with the BSP? right? I hope.... Ah well I would like to know what you think of the layout when I release an alpha within the next two weeks. Lets hope this turns out better than DM-Pacific
    Well, it's normal mate you don't recognize the previous release with this beta since I redone the layout from scratch in alpha 2 & just enhance the gameplay in alpha 3.

    The meshing & all make all the difference & it's normal. Just see the BSP as your floor plan, nothing more BTW, do you like it ?

    Well, I'll surely try your beta when available mate. But keep in mid that building a level based on another game is not obvious because you must adapt the map with this game mechanics. Just moving things around isn't enough. But you will see that by yourself while you building the level.

    Leave a comment:

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