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DM-Waisten-2011 [FINAL]

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    DM-Waisten-2011 [FINAL]

    DM-Waisten-2011
    Final

    Author : Philipp "Soma" Urlich (UT2004), Elcrolonosios (UT3)
    Gametypes : TDM, BTA
    Uploaded on : MediaFire
    Size : 29.8 MB
    File type : RAR

    Informations :
    This is a remake of 'Waisten' from UT2004, originaly designed by Philipp "Soma" Urlich.
    I chose to do not keep the original textures and staticmeshes in order to set an environment closer to UT3 than UT2004.

    Any informations about issues or things you don't like could help me

    Updates : (Beta 7 -> Final)
    - Added more sound
    - Fixed preview image and map informations

    Updates : (Beta 5 -> Beta 7)
    - Altered : Main light brightness
    - Altered : Main light's color (Sunset color)
    - Added : Sun mesh
    - Altered : Sky clouds' color, size and count
    - Added : Light lamps
    - Altered : Ambient sounds for lamps and adv
    - Added : Ambient crickets sounds near trees
    - Added : Ambient wind sound in Stinger and Flak corridors
    - Added : Emiters of falling leaves near trees
    - Added : Emiter of sparking broken machine near Thighpads
    - Added : Reverb volume in Stinger and Flak corridors
    - Added : Corridor near BioRifle pickup
    - Altered : LinkGun pickup location
    - Altered : PostProcess brightness and shadows
    - Altered : Elevators' speed
    - Added : Custom map's music track based on 'Mars' from Mass Effect 3
    - Fixed : Blocking volumes and collision settings

    Updates : (Beta 2 -> Beta 5)
    Many changes have been performed

    Flow area
    - Rebuilt : elevator access (water replaced by stairs and ground)
    - Removed/Relocated : containers
    - Altered : initial jumpers direction
    - Added : jumpers
    - Added : Rocket Launcher pickup

    Thighpads area
    - Rebuilt : building access

    Sniper area
    - Lowered : sidewalk
    - Added : stairs

    Global
    - Altered : Main light
    - Added : DirectionnalLights
    - Added : light cones
    - Added : light lamps
    - Added : deco & stuff
    - Added : graffiti and tags
    - Added : ambient sounds for billboards, lamps and machines
    - Fixed : textures resolution
    - Fixed : statichmesh lightmap

    Download :
    Waisten 2011 (Final)

    Screenshots :



    #2
    I was excited to try this, and I've played wasiten many times in 2k4.

    The layout, feel, look etc... is nothing like the original. I would recommend changing the name.

    Comment


      #3
      Hey Elcrolonosios,

      I really like your latest beta.

      I had a few rounds and took a few notes on some stuff I hope you can fix up before final.

      As this is a remake I will not speak about layout, so this is fairly general:

      Because of the larger than normal scale the UCX collision needs replacing, some blocking volume should suffice.


      Flickering mesh


      The exposed edge on those stairs is a bit ugly, I'd recommend some edging


      More flickering meshes


      As the water changes texture to a 'high flow' area I'm surprised you can still walk normally. So I was thinking it would be good make this area slippery through a physics material. This would make this area more precarious and offset the high pickup value.


      In many areas some edging would really boost the visual, at the moment it is kinda rough.


      I also found the bird sounds though out the map very repetitive, I would add a few variants or a bit more delay in the looping. I think Odedge.com keep a list of free audio sites if your looking of some custom stuff.

      Keep up the good work

      Comment


        #4
        Very good feedback Achernar
        Thank you very much. The next version will come as soon as possible.

        Comment


          #5
          New Beta 2 version. here.

          Changes :
          - Fixed graphic and collision issues
          - Added flow effect
          - Added Mass Effect easter eggs

          Comment


            #6
            I did not have to look far to find easter eggs

            I had some fun in this map but this isn't one my favorite.

            Comment


              #7
              I just remembered this one hasn't been seen in finals, just wondering if the author is still working on this one. If so I had a few pointers I'd like to add. This is a cool map, just needs a bit more polish and it should be ready. Hope Elcrolonosios is still thinking about this one.

              Comment


                #8
                Hehehe, thank you Achernar.
                No i didn't work on this map for a long time. I'm not in my "mapping cycle" for now, maybe next month or later.

                Comment


                  #9
                  Check Hourences tutorial on physics - see the section labeled More Control for instruction on replacing the area around the shield belt with a physics material to alter friction. You may need to do a few trials to find the effect.

                  Some spots you may like to checkout:


                  To correct the lightmap on static mesh see: Light Mapping One technique that is essential knowledge for all mappers.








                  Good work, keep it up.

                  Comment


                    #10
                    New version available here : Waisten 2011 (Beta 5)

                    Many changes have been performed

                    Flow area
                    - Rebuilt : elevator access (water replaced by stairs and ground)
                    - Removed/Relocated : containers
                    - Altered : initial jumpers direction
                    - Added : jumpers
                    - Added : Rocket Launcher pickup

                    Thighpads area
                    - Rebuilt : building access

                    Sniper area
                    - Lowered : sidewalk
                    - Added : stairs

                    Global
                    - Altered : Main light
                    - Added : DirectionnalLights
                    - Added : light cones
                    - Added : light lamps
                    - Added : deco & stuff
                    - Added : graffiti and tags
                    - Added : ambient sounds for billboards, lamps and machines
                    - Fixed : textures resolution
                    - Fixed : statichmesh lightmap

                    Comment


                      #11
                      Glad to see your still working on this one. Good job adding edging, and cleaning up the shield belt area. Overall it feels much closer to final

                      Good effort to improve lighting, the contrast is much better.

                      The extra decals are a nice addition.

                      Just a few areas that could use a bump on light mapping (meshes & bsp), the completion of edging and this should be finished.

                      Keep up the good work.

                      Comment


                        #12
                        Thank you very much Achernar for your feedbacks. That really helps me !!

                        Comment


                          #13
                          Lot's of changes as been made !

                          Will try asap

                          Comment


                            #14
                            What is the suggested playercount ? I load the map against 9 bots but didn't know how many players so I just guessed.

                            Gameplay wise;

                            - I encounter several collision issues at the bottom at the stair meshes where there are a small pillar, colliding against them.
                            - Playerstart need to be closer to pickups. Many time I spawn to far away from a weapon or a armor. Been vulnerable to long.
                            - Some parts near walls would benefit adding a blocking volume because you collide against some meshes.

                            Visuals;

                            - Overall, I found the map to bright & it need more contrast, more darker areas. Look like the skylight brightness is to high.
                            - Would look better if you add more color & more light sources (neons, lamps, etc) with different brightness & colors.
                            - Playing with PostProcessing more can add more contrast & make things "pop". It need it imho.
                            - The sky look a bit odd. I mean 2 colors only & they contrast to much (bright blue for the sky + bright white for the clouds). Adding a second heightfog (pale blue) with a long range setting would smooth your sky material. I also suggest to lower your skydome Z axis (like 75% instead of 100%) so your sky will look more natural.

                            Sounds;

                            - It need more ambient sounds. The light hum / buzz sound we hear sound the same everywhere. It need to be more random (volume / speed). Adding a very low windy sound in all those long corridor would also be better for immersion.
                            - Adding crickets & sounds like that here & there will add atmosphere.

                            It's a short list since I didn't had the time to play much. Keep up the good work

                            Comment


                              #15
                              Nice remake mate. Played this map (in Beta 5) and me likey; confirmed with more variables to fix the issues! Good work. Like the jump pads and some good spots for fragging experience.

                              Comment

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