1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

1on1 The Dogs of War beta 1

Discussion in 'Play Testing' started by Esque, Dec 3, 2004.

  1. Esque

    Esque New Member

    Joined:
    May 14, 2004
    Messages:
    11
    Likes Received:
    0
    Gulp...first map.
    A big-on-flow 1 vs 1 map. Tight and fast. I tried to be interesting with the visuals, with a mixture of hot and cold lighting, but I'm still getting the hang of fitting meshes together in interesting ways...
    I think it'll seem quite rough around the edges, so I need some more experienced dudes to give me a few pointers...

    More information, some more (and bigger) screenshots and a download

    Some quick screenies:
    [​IMG]

    [​IMG]
     
    Last edited: Dec 3, 2004
  2. Blueyes

    Blueyes Be nice to me...

    Joined:
    Feb 11, 2004
    Messages:
    156
    Likes Received:
    0
    those mixed cast shadows of cold and hot lighting look interesting at some places!...i would say it looks simple but overall nice from the pics! :cool:

    Edit: i suggest you to post on pic here for more chances on comments. ;)
     
    Last edited: Dec 3, 2004
  3. Esque

    Esque New Member

    Joined:
    May 14, 2004
    Messages:
    11
    Likes Received:
    0
    Point taken :)
     
  4. cUnNiNg_StUnTs

    cUnNiNg_StUnTs Member

    Joined:
    Oct 7, 2002
    Messages:
    251
    Likes Received:
    3
    This is a nice map any news on the next beta?
     
  5. AMmayhem

    AMmayhem Mayhem is everywhere

    Joined:
    Nov 3, 2001
    Messages:
    4,745
    Likes Received:
    0
    Hmmm, missed seeing this one in here. Guess I'll take a look-see. :)
     
  6. Esque

    Esque New Member

    Joined:
    May 14, 2004
    Messages:
    11
    Likes Received:
    0
    heh my university work is mounting up as coursework hand in + exams approach, so I dunno when I'll be able to iron off the rough bits. :-/

    Hopefully sometime over christmas... I'll try and put in proper bot paths and such, and maybe a free for all item layout.
     
  7. AMmayhem

    AMmayhem Mayhem is everywhere

    Joined:
    Nov 3, 2001
    Messages:
    4,745
    Likes Received:
    0
    -Alrighty, fair z-axis opportunities here, could be better if there were more off-set ledges, instead of drop offs that are all flush together. But that may be difficult to work in at this point, just something to keep in mind in the future.

    -Most of the action happens in the area in your first pic. The bots will run around the map and gather anything they need, but end up congregating back to the same spot. Might want to split up the rocket launcher and lightning gun from there.

    -In the same area, that lift is a bit screwy. I don't know if you have it on a time delay or a trigger whose radius is too small, but it takes too much effort to get it to go up. It should be quicker in reaction, so as not to throw off the flow too much.

    -Jump pads could use to be more noticable. The little boxes on the floor just look like deco at first (unless I'm missing something with low detail).

    -I do like how the lava isn't an insta-kill. Just like it used to be in the good ol' Unreal days. :)

    That's all that sticks in my mind at the moment, after playing a long match in it. A worthy first map, just need to re-work some things.
     
  8. Zlal

    Zlal New but not improved.

    Joined:
    Nov 4, 2001
    Messages:
    1,285
    Likes Received:
    0
    I havn't played, by the lighting in the screenies is really too overemphasied. Try going for more natural light, different tones in those blue adn red areas other than only 2. They clash really badly and you need to be able to intergrate them more. I'd lower the amount of red and either darken the blue or perhaps even saturate it more. I hate to say it but using more natural white light may be am improve (for once).

    It looks fine for a first map, though. Like I said, i've not played but the gameplay looks interesting at least. Maybe the use of the grate projectors (or is that happening automatically?) is overdone.
     
  9. Bot_40

    Bot_40 Go in drains

    Joined:
    Nov 3, 2001
    Messages:
    2,911
    Likes Received:
    0
    I agree that the lighting is overdone, the colours are too harsh at the moment. The red colour might be ok but needs to only be in very small areas because it's just waaay too harsh on the eyes as it is.
    The green colour might go well but you need to increase the radius of those because it's hardly noticable at the moment.
    The red light should have a similar radius to what the green lights have.
     
  10. Esque

    Esque New Member

    Joined:
    May 14, 2004
    Messages:
    11
    Likes Received:
    0
    The main reason for the rather erm, dramatic lighting was that, well, I was playing :) Seeing what detail I could do with shadows and light colour, creating patterns. I grew to like the powerful lights as it both set instant sense of hot/cold, and feels a little oldschool, bold colours, to match the flow design. Plus light filtering between rooms is kinda natural. I might try and up some of the non-shadow casting lights to soften the shadows if you really think they don't look okay at all.

    My next project will be much more subtle I promise ;)

    Yeah the bot paths aren't sorted at all, I just threw path nodes at the editor, so they do tend to just go for the Lightning/Rocket room. Plus that version has the 1on1 item placement, so there is very little ammo and such to tempt the bots to go elsewhere. I'll put some better pathing in for the next one.

    The lift in the Lightning room is delayed by a second or so to stop players instantly jumping on and running away, so there is a risk attached to gaining two powerful weapons and then instantly going for a high position. If/when I do a non 1on1 version I'll remove the delay or perhaps make it a bounce pad. I'll also make the bounce pads more obvious. The lift in the shock room doesn't do this as it isn't necessary for it. The position it offers isn't very powerful.

    ta for all your comments btw :)
     
    Last edited: Dec 13, 2004
  11. cUnNiNg_StUnTs

    cUnNiNg_StUnTs Member

    Joined:
    Oct 7, 2002
    Messages:
    251
    Likes Received:
    3
    *beta watch bump*
     
  12. Esque

    Esque New Member

    Joined:
    May 14, 2004
    Messages:
    11
    Likes Received:
    0
    *bump* ow...

    :p

    If Windows would stop randomly corrupting, and ut2k4 would stop occassionally saying my CD key is invalid and stop working, maybe I could tweak the lighting and add projectors to the jump pads :)

    I generally got a bit of a mixed response on this thing.
     
  13. cUnNiNg_StUnTs

    cUnNiNg_StUnTs Member

    Joined:
    Oct 7, 2002
    Messages:
    251
    Likes Received:
    3
    well add another I want this map finished to the mix. make it a heaping tablespoon. :D

    =bump=
     
  14. cUnNiNg_StUnTs

    cUnNiNg_StUnTs Member

    Joined:
    Oct 7, 2002
    Messages:
    251
    Likes Received:
    3
    Hey man just release what you have there as final...
     

Share This Page