DM-CastleRock_Beta002

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ValleyFly

One Shot... One Kill!
Jun 5, 2001
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I've decided to put my map here to have the professionals take a gander and give me some pointers. It's VERY big but it runs great with 18 playing (I've had up to 24). This is my 1st map so please beat it up all you like... I can take it;)
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
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Gui said:
Can't find file for package 'kingstowers' :(


Man... I figured something would go wrong...LOL
I think it would be easier to DL the static mesh from Prefab Lab. I thought if I imported the mesh and put it into myLevel it wouldn't need a package?
 

Gui

AD Cop
Feb 7, 2002
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Mega-Tokyo
www.ozone4.com
If you included it in MyLevel, it shouldn't ask for it :)

Maybe you did a mistake in typing the name of the package...

Just update the .zip file at UP and post a message when this new version is ready ;)
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
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BETA 003 with fixes

Gui said:
If you included it in MyLevel, it shouldn't ask for it :)

Maybe you did a mistake in typing the name of the package...

Just update the .zip file at UP and post a message when this new version is ready ;)


I did make it MyLevel, not sure why it didn't work.. all the other meshes and textures worked this way but the tower...Hmmmmm

Anyway, here is a better running version with a few biggy fixes. Added some more detail and tuned up the map some more. I only have the upper nuker room to finish off. the lower level doors extend to the upper level floors. I need to finish this room anyway so it's really not a worry
HERE IS THE MAP:
http://www.unrealplayground.com/download.php?mapid=3370
 

Gui

AD Cop
Feb 7, 2002
398
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Mega-Tokyo
www.ozone4.com
K, I've taken a look at it: for a first map, it's not bad :)

The main problem is the size: it takes forever to go from one point to the other and the teleporters everywhere don't solve anything because they simply put more mess in a layout which is already rather confusing... Also, there's a lot of very long ways, straight and monotonous visually-wise. Static mesh usage is confusing aswell: you put a lot of very different things from packages which have nothing to do the ones with the others and this results into something which looks 'messy'

Lighting is too much homogeneous, looks like zonelighting, without any sort of shadows/colors effect to enhance the feeling of space and the understanding of shapes: the 3D effect is almost totally lost. Sound usage seems to be absent

Gameflow is not very good: there's a lot of stuff to get stuck on. Item placement doesn't lead you towards particularly interesting areas. Z-axis opportunities are scarce: there's some but they're far too much high to be really interesting most of the time (aiming below is particularly hard...). Falling implies to take a lot of damages almost all the time which is boring.

The list is long so the only thing I can tell you right now is to take a look to some tutorials on this thread at Unreal Playground:
http://forums.unrealplayground.com/showthread.php?s=&threadid=10151

There's a lot of stuff here, from archi and lighting to gamepaly and flow: you'll probably find very interesting tips :)

Don't hesitate to post in here some links for your next maps :tup:
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
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Andover Ohio
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THANKS for the Input

Thanks GUI for your Input on this. I realize the map is huge - that's why I teleported it to get you back and forth faster. The intention was to get it set up for a CTF and zone it but I never realized just how big this map had really gotten.
I'm gonna chop it up some and revamp it onto a terrain and shrink the hell out of it:)
I'll try to get something out by this Friday. Again, thanks!
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
Whatever you do when you got the final version, please include a screenshot at UnrealPlayground. I hate it when people don't do this, because unless the map has a catchy name I won't download it if there's no screenshot either at UP or in a forum somewhere. Thanks and maybe I'll try this beta out tonight!
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
54
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Andover Ohio
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DM-CastleRock v1.00 is done!

Ok... I've finally finished v1.00

Tell me what you think and if it's worth putting up for review. If not, I'll just keep this one in my archive.
It's pretty much been re-vamped again and runs way better. I was able to pump 18 players into it without chugging. Amazing for such a big map. The flow gets crazy especially in TDM. I've played this on skilled and the bots do a pretty good job of wasting you. Lots of sniping space (if the bots don't get you 1st).

DM-CastleRock v1.00
http://www.unrealplayground.com/download.php?mapid=3550
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
54
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Andover Ohio
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Thanks !!!

SkaarjMaster said:
Go ahead and request the review! It's worth it! Sorry no response on that last beta, I got side tracked.

Appreciate the response SM! I take it you've played it and it ran smooth? I wasn't sure how it'll run on other systems so I used my kids PC to test it. He's got the recommend PC to run UT2k3 (heh).
I figured everyone needs to be this fast to run it so ..... they gotta step up to the plate:) The only issue I saw was starting in the lower level, once you got to the top via teleport, it chugged. But once it loaded that big zone, it ran just fine. If you started on top already, you don't see the chug at all. A zoning issue. The only way to fix that is chop it up into more zones but that'll get messy I think.
I put the map in the review list... Again thanks
 

ValleyFly

One Shot... One Kill!
Jun 5, 2001
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Andover Ohio
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SkaarjMaster said:
You might want to try requesting it again, because I don't see it in the review queue.

It is in the cue Skaarj. I checked it out and it's currently 3rd from the bottom of the cue list. It was submitted on 7-28. Map name is under DM-CastleRock.