UT3 DM-HardFall

  • 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.

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
I double checked, and you are right. Terrain seems to be the default material. I guess I did not notice since it sounds similar to stone (as opposed to metal, which is very distinct). Regardless, I am setting all the physical materials. I also added some mild reverb in appropriate places. I tried adding zone names, but UT3 seems to ignore them, so it is hard to tell if they are working correctly.

Good :D

I don't know about zone names. Still, some settings in the editor do not seem to work but are working fine ingame :eek:
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
I don't know about zone names. Still, some settings in the editor do not seem to work but are working fine ingame :eek:

I think there is a known issue with UT3 where zone names are not used at all in DM, not even team DM. Including them is more of a "just in case" thing.

I am just about ready with the release candidate. I will be traveling tomorrow, so I expect to upload it on Monday.
 

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
1
38
41
Bolivar, Missouri
Adding zone names is a great idea even though UT3 DM doesn't use them out-of-the box because there is that "just in case" Epic ever patches support for them in, mutators could use zone names for something, and it would make it easier to port your map to gametypes that do use zone names. Jailbreak, for instance, will display your teammates' zones on the scoreboard.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
There hasn't been much feedback on RC1 yet, but I did add a couple more pieces of deco and made some small adjustments to pathing, lighting, post-processing, and kismet. I'll release it as RC2 soon. I think I've done about all the over-analysis I have in me (which is a lot), so unless anyone else finds an issue, I'll wait about a week after releasing RC2 and make it the final.
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Yeah, feedback is very poor those days. I see the lack of activity in all big public forums.

I did try RC1 & I liked it. I did't get any issue (by memory) but I forgot to post back, sorry.

I'll give RC2 a run when available. But, I wanted to mention that the final will be in my top picks for sure. You can see that on my homepage in my great picks to come :D
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
I did try RC1 & I liked it. I did't get any issue (by memory) but I forgot to post back, sorry.

I'll give RC2 a run when available. But, I wanted to mention that the final will be in my top picks for sure. You can see that on my homepage in my great picks to come :D

Thanks. I think I have RC2 complete. I just need to do some more testing. In addition to the changes mentioned in my previous post, I also made a couple improvements to collision. In particular, I made the potted trees in the main corridor of the garden building easier to get around. Kantham mentioned in the WIP Screenshot Thread that they looked obstructive.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
Forgot to mention... for the suggested player count, do you generally base it on what is good for DM, and it is implied that the TDM count would be higher? I currently have DM-HardFall set at 4 to 8.
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Forgot to mention... for the suggested player count, do you generally base it on what is good for DM, and it is implied that the TDM count would be higher? I currently have DM-HardFall set at 4 to 8.

Yeah, I've read the comments in the other threads you mention once in while. I do not think your trees was that much obstructive since I played almost all version you released & I wouldn't change nothing. But this is personal preference anyway.

For playercounts, I load the map with the max the author suggest for the best possible experience. I play on skilled level & 8 players is just fine imho. Still I would suggest 8 to a minimum because under that, your searching your opponents. I think 8-16 is the best option because it cover low / hight bots skill levels. 4 players is rather low but can bring cools fights with god like bots or very experienced human players but still to low for the casual gamer.

Mappers I know play with 31 bots in maps that are made for 12 lol But it's there way of playing so... again personal preferences ;)
 
Jan 20, 2008
284
0
16
New Zealand
From an end-user's perspective I like the suggested player count to be for DM. It's a shame there isn't someplace that gathers stats on what maps people (especially offliners) play and with what gametype. I set MapMixer to use the maximum recommended for DM, and set specific counts for TDM.

Maybe suggested counts for other gametypes could go in the readme file?
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
From an end-user's perspective I like the suggested player count to be for DM. It's a shame there isn't someplace that gathers stats on what maps people (especially offliners) play and with what gametype. I set MapMixer to use the maximum recommended for DM, and set specific counts for TDM.

Maybe suggested counts for other gametypes could go in the readme file?

Thanks for the feedback. That's the same way I approached it. In the readme, I have the following.
"4 to 8 for DM. For Team DM, 6 to 12 is more reasonable."

If anyone thinks the recommend count should be something other than 4 to 8, let me know.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
Yeah, I've read the comments in the other threads you mention once in while. I do not think your trees was that much obstructive since I played almost all version you released & I wouldn't change nothing. But this is personal preference anyway.

Hey, thanks Steve. I completely overlooked your comment. The changes since RC1 are subtle. You would probably never notice the adjusted collision for the trees. They still look the same. There's just a slightly lower chance of getting caught up in a firefight.

For playercounts, I load the map with the max the author suggest for the best possible experience. I play on skilled level & 8 players is just fine imho. Still I would suggest 8 to a minimum because under that, your searching your opponents. I think 8-16 is the best option because it cover low / hight bots skill levels. 4 players is rather low but can bring cools fights with god like bots or very experienced human players but still to low for the casual gamer.

I do tend to play with fewer bots than most people. For DM-HardFall I usually play with 5 bots (6 players total) on masterful. With that, most combat involves just 2 or 3 players at a time. Maybe I'll split the difference and recommend 6 to 12 for DM, 10 to 18 for TDM.

Mappers I know play with 31 bots in maps that are made for 12 lol But it's there way of playing so... again personal preferences ;)

Hmm... I only have 27 start points. Maybe I should add 5 more.
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
Hey, thanks Steve. I completely overlooked your comment. The changes since RC1 are subtle. You would probably never notice the adjusted collision for the trees. They still look the same. There's just a slightly lower chance of getting caught up in a firefight.

Well dude, it's fine. I also accept your incoming message BTW ;)

But I never got caught by any of those trees in any fights so that is why I didn't understand why you tweak the collisions in the first place lol

I do tend to play with fewer bots than most people. For DM-HardFall I usually play with 5 bots (6 players total) on masterful. With that, most combat involves just 2 or 3 players at a time. Maybe I'll split the difference and recommend 6 to 12 for DM, 10 to 18 for TDM.

Mmm... I do play TDM as mush as DM & I never add more or less players before a match in both mode. I always start with the max player counts suggested & after I choose which number of players fit the most.

I didn't thought folks where choosing "x" players in one gametype & "y" players in another gametype for the same map in a gametype that is almost identical. I'm surprise :)

The thing is, you play with a more skilled bot level than me so having less players balance the matchs. I see playercounts a guideline for the casual gamer with average skills. More advance players will play with less opponents but much better skilled so if you set your playercounts low, the casual gamer will have boring matchs & will be force to add other bots to have a good experience.

Hmm... I only have 27 start points. Maybe I should add 5 more.

I don't think is necessary to add more. If you build your level for "x" numbers of players, adding the double playerstart is more than enough imho. If some players load the map with more that you suggest, it's there problem, not yours. Adding playerstart just to fill the 32 limits isn't good for gameplay anyway depending on certain circumstances.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
But I never got caught by any of those trees in any fights so that is why I didn't understand why you tweak the collisions in the first place lol

I am probably just being overly cautious, but since these are likely the last changes I'll be making, I want to make sure I have everything covered.

Mmm... I do play TDM as mush as DM & I never add more or less players before a match in both mode. I always start with the max player counts suggested & after I choose which number of players fit the most.

I didn't thought folks where choosing "x" players in one gametype & "y" players in another gametype for the same map in a gametype that is almost identical. I'm surprise :)

I think people often play with different numbers for TDM because a 12 player DM game gives you 11 opponents, but a 12 player TDM gives only 6 opponents.


Looks like I'll have RC2 uploaded tomorrow. I don't foresee any more changes, but I'll leave it up for a few days before calling it final to give one last change for feedback.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
All right, let's see what RC1 looks like...this had better be worth all the hype. I may get RC2 from you if I feel it's better than I'm expecting.

EDIT: Wow, it IS a great skyscraper rooftop battle...almost as good as DM-Sulphur used to be. Love those sky-high maps. Keep 'em comin.
Almost reminds me of some certain rooftop fights I had in GTA IV and Saints Row 2 (different story).
 
Last edited:

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
I think people often play with different numbers for TDM because a 12 player DM game gives you 11 opponents, but a 12 player TDM gives only 6 opponents.

Yeah, I do understand what you mean with the opponents aspect but & it's like my way of playing. Like if I found the best playercount is 12 for the best possible experience, DM or TDM, I'll load the map with 12 players in total since playing in a team or not, the global number of 12 is the ideal.

Looks like I'll have RC2 uploaded tomorrow. I don't foresee any more changes, but I'll leave it up for a few days before calling it final to give one last change for feedback.

Ok then, I'll wait for RC2. But I must say RC1 is very solid ;)