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  • replied
    Pre-post disclaimer - all comments are based on, usually, a single match on your map. I've been playing a few maps a night this week, and posting my brief comments for every one of those maps.

    WAR-ArchaicBluffs

    Needs 10 players per side, it's a big map Could be even better with a few clipping fixes and DOF changed to start further away. Also, can you add a post-processing transition when exiting the mine.

    Looks great, good to see colourful UT3 maps

    Leave a comment:


  • replied
    I'm pretty sure I was playing this one. I don't know what you entered in the MSU, lol.

    Leave a comment:


  • replied
    Hell yeah ! thank you man! ;]

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  • replied
    Um, here's a download link for that picture in the highest resolution I can get it (1440x900)
    http://www.mediafire.com/?fdcqmnmtmnz

    Is it ok?

    Leave a comment:


  • replied
    Could you make a wallper from the second screenshot?

    P.s - Sorry for my English xd

    Leave a comment:


  • replied
    One specific area of invisible blockage is above the wall at the prime node, you cannot shoot over the wall with the tank or avril. The shells and rockets hit the invisible wall above the the visible one and explode.

    There are many places on the map where things take up more space than they should. You see the visible stuff, but then there are invisible stuff around or above it. That you run into.

    Leave a comment:


  • replied
    its not possible, as far as I know, to convert speedtrees to SM. The only choice you have is to use trees that are in the stock game packages or if you can get your hands on some custom tree meshes. Speedtrees look better than the stock SM trees but then you have the low detail issue. Its a horse apiece

    Leave a comment:


  • replied
    Kuldeep; I'll try to get those things sorted, almost finished my exams now. PS what version were you playing, MSU or this one?

    Sanch3z; Thank you very much, that is very useful information
    If it wouldn't be too much trouble, think you could PM me how to turn them into SM trees?

    Leave a comment:


  • replied
    Originally posted by Squiggles View Post
    I really don't know what to do about the problems on detail setting 1 I'm afraid
    its the speedtrees. Low detail settings remove all the foliage from them. I ran into the same problem with WAR-Infection Forest where I used tons of speedtrees. Solution: swap them out with static mesh trees.

    for your invisible wall or blocking volume problem it sounds like what you have is an invisible collision hull. This is usually caused by bsp brushes intersecting at odd angles or odd grid placements. It could also be some kind of volume is intersecting with bsp at odd angles or odd grid placements. Process of elimination will fix this, start removing bsp and volumes in the area where the problem is one at a time until you find the one causing the problem. Its a tedious chore sometimes.

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  • replied
    Mini Review

    When I first looked at this map, I thought, "whoa, this is bright, I should download it". I did end up trying it out and thought the layout was pretty neat. I like the structure of this map, as well as the size, and where all the nodes are placed.

    However, ArchaicBluffs became an eyesore. Why? The entire map is over saturated with colour. I know you were trying to create a bright, lively world, but this was simply too much.

    The colours are oversaturated and the minimap is absolutely awful. The green background of the minimap makes it near-impossible to see icons while playing, which completely voids the purpose of using it.

    I like the ideas put into this map; the bamboo walls, the rivers, but the colours should be toned down a bit. There is too much bloom, and the minimap simply does not get the job done. The minimap should have a dark green colour, so the icons contrast nicely with the rest of it.

    This map has amazing potential, but it is just these few things that make gameplay unpleasant.

    Leave a comment:


  • replied
    Originally posted by Squiggles View Post
    Hi hi guys. Glad you liked it

    I will try to fix that stuff, but it will be in a couple of weeks, I have Christmas exams I'm supposed to be studying for!

    I just need some clarification on some points;
    • Vehicles and hoverboard underwater-That's nothing to do with me, it's the way the game works. Hovering vehicles ride on top of water volumes, no reason they shouldn't. I haven't seen this.
    • The jump pad leading to the water is the only way down unless you're planning on suicide. Maybe I should signpost it...
    • I could use better directions to invisible blocking.
    • I really don't know what to do about the problems on detail setting 1 I'm afraid


    I will try to address everything, but I could use more help with the above. Finally, were you playing the MSUC version? Because this is newer and has fixed some stuff (but not the lack of avril or spawn rape)
    Yes, this was the MSUC version.

    A couple of places there were invisible blockages;
    The "pavillion node" past the bridge, linked to prime node, each corner has blockage
    The bridge inside corner also has blockage
    The prime node has no fire places where the vehicles are blocked from firing, nothing inside the gun sight
    While flying the cicada, you bump into stuff all the time, it's like everywhere
    There are many more

    There is a gap between the ground and the mountain between the river and air node, cicada and fury base above the redeemer spawn.

    The foilage shields what's under it like at the center node, darkwalker node. The cicada rocket fire has no effect vs the darkwalker as it is shielded by leaves.

    The manta and viper do go above the water, but hoverboard does not. Hoverboarding underwater and driving the tank or scorpion underwater to center node has some advandages. Usually, vehicles plus water = damage on most maps.

    I have no clue how to fix any of those things because I am not a mapper. Just bringing them up.

    By the way, Doz put this on our server, T5K Public server, along with many other custom maps, so it may get more play time.

    Leave a comment:


  • replied
    I agree with them. This map has great potential and I hope you work on releasing an updated version. And it's freakin' gorgeous too!

    About the invisible blocking: A lot of the foliage contains parts where you can't walk, drive or shoot through - mainly the bushes but also the platforms at each base (floor collision is higher than actual floor) as well as the wood planks of some of the node bases.

    I want to add that your vctf map Skytown is awesome too. I just got it last night and already love it.

    Leave a comment:


  • replied
    Hi hi guys. Glad you liked it

    I will try to fix that stuff, but it will be in a couple of weeks, I have Christmas exams I'm supposed to be studying for!

    I just need some clarification on some points;
    • Vehicles and hoverboard underwater-That's nothing to do with me, it's the way the game works. Hovering vehicles ride on top of water volumes, no reason they shouldn't. I haven't seen this.
    • The jump pad leading to the water is the only way down unless you're planning on suicide. Maybe I should signpost it...
    • I could use better directions to invisible blocking.
    • I really don't know what to do about the problems on detail setting 1 I'm afraid


    I will try to address everything, but I could use more help with the above. Finally, were you playing the MSUC version? Because this is newer and has fixed some stuff (but not the lack of avril or spawn rape)

    Leave a comment:


  • replied
    I had a lot of fun playing it at the T5k party as well. Bobba already touched on the suggestions I have, but here they are anyway:

    - I played on low detail, and the trees were just sticks. Not a big deal, but the collision for the tree is huge, so I was basically running into invisible walls everywhere.
    - In addition to that I encountered invisible volumes in many places, and a couple spots where you could go under a mesh. Also one rock mesh by a prime node I got stuck under and couldn't find the way back out.
    - Some spawns are too far from weapons lockers.

    It's a beautiful map! Good luck with the MSUC!

    Leave a comment:


  • replied
    Online MultiPlayer Feedback

    I played this on the T5K server at least 6 times with lots of other players, several times with a full server. Here are my comments;

    First, let me say I really like the basic map layout and design. It was fun to play even with the problems I found.

    - You can drive vehicles and hoverboard underwater
    - The last jump pad at the base dumps you in the water
    - The core base spawn areas are prime manta spawn kill areas, I got several dominating and unstopables doing this and so did several other players, you don't want this, players don't like being killed 5-6 times by a raping manta, no spawning at base on the ground
    - spawning should be on the platforms, safe from the enemy mantas, avrils should be on every platform
    - more avril pickups at base, not just on the one platform, but every platform, plus extra avril ammo
    - Base turret fire is blocked in many places by invisible stuff, so firing has no effect on open targets in several areas
    - lots of invisible stuff to walk into, drive into, fly into, etc.
    - several spawn locations at nodes are too far from weapons and vehicles
    - lots of no fire places where the weapons do not function correctly, blocked by invisible things
    - This map required world detail of 2 or higher or it's all black with stick trees for some reason.
    - I had to turn brightness down just for this map.

    This can be a really great map. Everyone on vent seemed to like the vehicle loadout and node layout.I am pretty sure you will get more feedback from other players as well.

    Leave a comment:

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