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DM-Valon [Pre-final]

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  • replied
    Final release here

    THX to everyone for testing !!!

    I'm curious to read you again about the final this time

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  • replied
    Originally posted by 1XTreme View Post
    Good deal Steve! - I like all the different styles you've developed - mesh heavy maps, BSP trim heavy, moving into CTF design from DM, etc. Remember when I asked you to do a CTF and you weren't sure at first because you had only done DM? - everything you've attempted you've nailed and done well at. - At some point I want you to make your own texture set for your maps; because I'd like to see what you'd come up with, just a thought. I haven't been around much old bro - business has doubled in size since our first UOF mapping days, I've been playing UT99 a bit though because my nephew was playing it. (I recently polished up the original CTF-Niven from UT99, to something closer to what I think it could have been)
    Long time no see bro

    Well, I like to try different theme in mapping. DM are pretty simple & much faster to design compare to the other gametypes for me. I'm honored you like the different maps I've made so far & happy you like them THX for the compliment too ! Therefore, I do not intent to make my own texture, no enough time to do that. Even if your time is limited, at least, your still playing once in a while so that's good !!! BTW, are you gonna give UE4 a try ?

    My PC with all my UT3 maps has been dead without memory or video, i'm going to try to scrounge up parts for it and try to upload a beta of some unfinished stuff I had in the works. - As always keep up the good work buddy, my highest compliments on your staying power, keen eye, and always evolving level of skill, ya roxxors dude.

    TTYS bro,
    Joe 1X
    It's sad you lost your latest maps, ****, you've made awesome maps & knowing it is lost, it make me sad for you and for us But hey, THX bro &TTYS bro !!! Take care

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  • replied
    Originally posted by DannyMeister View Post
    Looking really great! This one may have to go into my rotation as well.
    THX It would be cool

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  • replied
    Good deal Steve! - I like all the different styles you've developed - mesh heavy maps, BSP trim heavy, moving into CTF design from DM, etc. Remember when I asked you to do a CTF and you weren't sure at first because you had only done DM? - everything you've attempted you've nailed and done well at. - At some point I want you to make your own texture set for your maps; because I'd like to see what you'd come up with, just a thought. I haven't been around much old bro - business has doubled in size since our first UOF mapping days, I've been playing UT99 a bit though because my nephew was playing it. (I recently polished up the original CTF-Niven from UT99, to something closer to what I think it could have been)

    My PC with all my UT3 maps has been dead without memory or video, i'm going to try to scrounge up parts for it and try to upload a beta of some unfinished stuff I had in the works. - As always keep up the good work buddy, my highest compliments on your staying power, keen eye, and always evolving level of skill, ya roxxors dude.

    TTYS bro,
    Joe 1X

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  • replied
    Looking really great! This one may have to go into my rotation as well.

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  • replied
    Originally posted by M^vL View Post
    Got some time to play a few rounds today Steve. I have to say, it's absolutely jaw dropping BSP! I didn't find any issues myself. Looking forward to the final and putting it into regular gameplay on my server.
    Great Martin

    It's cool to know the final will be in your rotation server list

    Leave a comment:


  • replied
    Got some time to play a few rounds today Steve. I have to say, it's absolutely jaw dropping BSP! I didn't find any issues myself. Looking forward to the final and putting it into regular gameplay on my server.

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  • replied
    Originally posted by PlayForGG View Post
    Got enought time to play the map properly. I don't have much to say apart it's a beast map
    Awesome, THX

    Some issues i noticed have already been mentioned so i'll cut that but here's something not mentioned yet :
    Some stairs have character BV meaning they perform as ramps for the movements and some don't. I don't know if it was intended but you may check that to make it more consistent. It's easily identifiable in-game in the pre-game camera thing. You put yourself at the top of stairs and hold crouch. Some stairs will get you to the bottom of them and some you will just stop on a step.
    On top of that, it looks like there's a small step at the end of each stair just before getting on the upper floor. I've been stopped there once while dodging toward the top of the stairs but it was probably tough luck. It's not really a big issue but there is a neat stop in camera mode.

    Anyway it's agreat map and a must-have in my opinion. It looks awesome and plays really well.
    I understand what you mean about the stairs ramps effect. In fact, only the stairs near the UDamage doesn't have a BV since it is not needed for the stair simple geometry. But I'll add a BV for them Also, FYI, the stairs start 8 uu's below the upper floor.

    THX again bud

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  • replied
    Originally posted by Firmament View Post
    I noticed a very minor issue with one lift: if you get too close to the wall while using it, the weapon disapears behind the said wall.
    I wish I could upload a screenshot but for some reason I can't (does the 'upload from computer' button from the images menu work at all?).

    The lift I'm talking about is near the center of the map, just in front of the stairs when you go down. I think you'll find it easily as you don't have that many lifts on this one
    Well, it is a common issue with BSP. You will find in many BSP maps, when you're close to a wall, depending on the direction, your gun is aiming it will disapear. Sadly, I can't do nothing about that since it's an engine problem. Most walls have a blocking volume to prevent collision issue or disapeating gun but since the blocking volume is on top or very close to the BSP geometry, it does the same effect.

    Aside from that, everything looks so clean that's almost irritating. Oustanding map, fantastic gameplay, as always
    Great, THX

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  • replied
    Got enought time to play the map properly. I don't have much to say apart it's a beast map

    Some issues i noticed have already been mentioned so i'll cut that but here's something not mentioned yet :
    Some stairs have character BV meaning they perform as ramps for the movements and some don't. I don't know if it was intended but you may check that to make it more consistent. It's easily identifiable in-game in the pre-game camera thing. You put yourself at the top of stairs and hold crouch. Some stairs will get you to the bottom of them and some you will just stop on a step.
    On top of that, it looks like there's a small step at the end of each stair just before getting on the upper floor. I've been stopped there once while dodging toward the top of the stairs but it was probably tough luck. It's not really a big issue but there is a neat stop in camera mode.

    Anyway it's agreat map and a must-have in my opinion. It looks awesome and plays really well.

    Leave a comment:


  • replied
    I noticed a very minor issue with one lift: if you get too close to the wall while using it, the weapon disapears behind the said wall.
    I wish I could upload a screenshot but for some reason I can't (does the 'upload from computer' button from the images menu work at all?).

    The lift I'm talking about is near the center of the map, just in front of the stairs when you go down. I think you'll find it easily as you don't have that many lifts on this one


    Aside from that, everything looks so clean that's almost irritating. Oustanding map, fantastic gameplay, as always

    Leave a comment:


  • replied
    Originally posted by Anubis 'Shadowgod' View Post
    Now that is what I call a eye candy! Totally loving this one! I mean, it is a good map and I already played several times on it with bots and it is a lot of fun. Visually this map looks gorgeous, especially this beautiful skybox...just mind-blowing. Despite that I really like the structural design and layout. On the other hand, this map has a pretty vivid lighting, which I love as hell and the textures are super well done. All in all, this one is a keeper and I really appreciate the time and effort you put in the making of this map. Thank you buddy and you rock!
    WOW, THX for the kind words bud !!!

    Happy fraggin' !

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  • replied
    Originally posted by M^vL View Post
    **** Steve, it's looking good! Hopefully I can get a chance to try it out soon. **** RL!
    Originally posted by Lord_PorkSword View Post
    Love the nice clean visuals on this Steve!
    Will have a good play on it this weekend!
    Hey m8's

    I'm looking forward your feedback & THX !

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  • replied
    Originally posted by Achernar View Post
    Really nice work, so detailed. I like the open spaces contrasted with DM-Amyrade, improves flow quite well. So easy to get lost too, but not too big.
    Great !

    I played a few rounds and had some issues with a blocking volume: the volume doesn't make a smooth transition to the wall so you can get stuck on the corners.

    The BV there follow the wall geometry but after checking that, indeed there are collision issues. It is fixed.

    On the next one I felt that its a real pain to fall between the stairs as it act like a trap. Not sure if this was intentional, but I found it awkward. This goes for both stairwells. Perhaps some blocking volume here?

    Ha, I'll add a BV there so players can't fall between the wall & the pillars. But I won't add a BV under the stairs to the right.

    All up its lots of fun and well balanced. Well done!
    THX buddy

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  • replied
    Originally posted by PlayForGG View Post
    Just had time to play it half an hour with 5 bots at the moment. I'll be playing it in LAN this week-end so you should get a better feedback a the time.

    For my first pass on the map i just have to say i'm awed.
    The BSP work is awesome and the geometry really makes the materials to stand out. I had to take 10 minutes flying around to watch the details all-around.
    When i found out this texture pack i thought about doing a map with them but didn't after seeing the first WIP screen of DM-Valon. I'd been right as you use the pack really well.
    THX It took me a freaking huge amount of time to balance the visuals since all textures are very detailed. But I'm happy of the end result But, you should give it a go with this texture pack, I'll be curious to see what others will come up with !

    The custom post-process makes the color to stand out nicely, great job.
    Something that concerns me is that i feel a bit overwhelmed by all the small lights at times (like the screens or some lights on corridor's ceiling) but the light work is great anyway , special props for the metal walls in the main room, with all the small lights on each sides, that looks great.
    The layout feels good so far, even though i'm a bit lost at times, but i'll know my way soon. It felt good with lots of fight at 6 players, it may be a little busy for me at 10 players
    I'm not sure if it's intended but the map's building appear to be flying ?
    THX for all. Well the map isn't flying, it is just located very high above the city. You didn't read the story

    I've also some performance issues, flirting around 50 fps most of the times (most of the maps i play go at 60fps, even for some CBP3 like DM-CBP3-Incapacitate) but my computer starts to be really old and i need to change it soon anyway (Dual core 2.0Ghz, the ones from the first generation, 8800GTS, 3Go Ram, it's a mid gaming gear from late 2008) so i'm not even sure if it's an issue.

    Better review soon as i said, but the first impression is really good.
    Great job
    Well, those specs are pretty old. I have something similar with my old rig & the FPS was about the same as yours. So indeed, you're good for a pc upgrade

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