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DM-Waisten-2011 [FINAL]

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  • replied
    New link, i just changed the .ini file (.ut3 stay the same) which includes author and num player infos

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  • replied
    Still missed the player load and author in preview shot, but final version has good custom music and like the added sounds. Still had problem of locking up on me for some reason in this version also. Oh well, it wasn't for very long. Maybe once I finally upgrade my ancient drivers it won't happen anymore. And, yes, this needs to be moved to full releases section please.

    EDIT: I already changed mine of course, so no big deal for me Seriously though, this thread and one or two more UT3 threads in the wrong section REALLY need to be moved to the Full Release section.

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  • replied
    The map is really good visualy and gameplay-wise. Great job. Bonus point for daylight

    I have some minor issues though :
    - The music on Ambient channel ...
    - Some walls need blocking volumes to avoid getting stuck on pillars and such.
    - Same issue about the stairs, or maybe the flak back in the face is intended, if so disregard this.

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  • replied
    Yes, sorry for the mistake
    Does someone know how to move this thread from "Beta Releases" to "Final Releases" ? (I think that it was possible before)

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  • replied
    You probably meant this link:
    Code:
    http://www.mediafire.com/download/nhrohzg9pyhtq8y/DM-Waisten-2011-Final.rar
     
    Spoiler

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  • replied
    New and last version of Waisten for UT3

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

    Download :
    Waisten 2011 (Final)

    Have fun !
    If interested, i'm about to release a UT3 version of Achilles (Not a simple conversion), stay tuned

    Leave a comment:


  • replied
    good remake

    needs author and player load in preview shot; nice old buildings in rundown urban environment with wooo, wait, that’s a bright skybox, wasn’t expecting that; like the banners, graffiti, surrounding city and girls/guns (always good combo); gameplay is good and fun, bots are easy, good weapon/item placement; was that something flying overhead?; game locked up for 2-5 seconds about 3 times near beginning of match and computer beeped , but was fine after that; didn’t notice if there was any music, but it definitely needs more sounds.

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  • replied
    New version available here : Waisten 2011 (Beta 7)
    Thank you all for your advises. I took them in consideration and are in the change log below

    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

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  • replied
    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.

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  • replied
    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

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  • replied
    Lot's of changes as been made !

    Will try asap

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  • replied
    Thank you very much Achernar for your feedbacks. That really helps me !!

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  • replied
    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.

    Leave a comment:


  • replied
    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

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  • replied
    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.

    Leave a comment:

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