UT3 VCTF-SilverPoint

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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Beta 2 progress:

[screenshot]http://img16.imageshack.us/img16/2070/silverpointb20005layer1.jpg[/screenshot] [screenshot]http://img24.imageshack.us/img24/3207/silverpointb20000layer6.jpg[/screenshot] [screenshot]http://img412.imageshack.us/img412/8199/silverpointb20001layer5.jpg[/screenshot] [screenshot]http://img19.imageshack.us/img19/6457/silverpointb20002layer4.jpg[/screenshot] [screenshot]http://img14.imageshack.us/img14/224/silverpointb20003layer3.jpg[/screenshot] [screenshot]http://img23.imageshack.us/img23/9015/silverpointb20004layer2.jpg[/screenshot]
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Please anyone let me know if you get this:



And if you do, please post your PP settings.
First thing I have to do on my top list is to optimize, and fix that stupid PP user setting issue.
 
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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Thanks, glad you liked it.

Most of the people said they've had issues with framerates, finding vehicles and brightness. I did my best to fix these issues from beta.

I used low detail plane behind the buildings and taken a screenshot of these said building, with cull distance the objects would disappear without being too much noticeable.

You'd probably be better with a vehicle-flag mutator since the map is very huge. You'll also have to like large VCTF layout.

The last people playing VCTF online bragged the crap out of it.

BTW you still plan to use that header, or you'll stick to your default? :)
 
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Bantis

New Member
Jun 19, 2008
37
0
0
Most of the people said they've had issues with framerates, finding vehicles and brightness. I did my best to fix these issues from beta.

You must have. I didn't play the ealier version but with this one I got a very solid framerate on a 8800GTX with AF and AA to 8. Very nice.

I like it alot, especially the escalator thing and the plane. The plane adds alot I "flyied" up in the air just to get a better look at it.:D The detail on the top of the buildings with the ducts and what not was also nice.

Good job.;)
 
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minifloppy

New Member
Jan 14, 2009
54
0
0
Just played it. I really like the fresh look of the map. Also there are a lot of vehicles to play with, which is a good thing! :D

I've experienced no framerate issues.

3 issues/suggestions (in case you're planning another version of the map):
  • This pickup is flying:
    [SCREENSHOT]http://www.minifloppy.it/public/silverpoint.jpg[/SCREENSHOT]
  • I got stuck in the decorations near the flag, I think you should remove the collisions there or tweak them.
  • I had some problems finding my way to vehicles and from flag-to-flag. I felt a bit lost and had to look a lot of time to the radar map to find my way to the flag. You should add some more "unique" decorations, like statues, water pools, big trees etc to help people identifying places.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Yeah, some pickup bases are floating after-build. I don't know what's causing this. :(
 

MeanyMortal

They call me Berjj
Oct 2, 2004
129
0
16
35
Sweden
I just gave it a quick run. Great work, a lot of time and efford obviously went into making this.

What I don't like about this map is how some of the materials look. The asphalt is way too dark IMO and stands out too much from the rest of the map which is quite bright. But maybe that's just me.
Then there are these custom grey tile floors (indoors and on roofs) that look way too plain. At least adding a detail normal map would do a lot. You might want to do the same with the team colored seats found throughout the map.
Meshes with cull distance are rather obvious but neccessary suppose.

Apart from that everything looks solid. I really like the theme you've got, it makes the level feel very fresh. :)
 

minifloppy

New Member
Jan 14, 2009
54
0
0
Yeah, some pickup bases are floating after-build. I don't know what's causing this. :(

Did you check where the editor based them? In Araja][ I had the same exact problem that was caused by UED which would took as base for the pickups not the object underneath them but the collision of an object near the pickup.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
MeanyMortal: Man I wish I could fix that dark asphalt, when I look at it again now.. definitively way too dark. Too late (Already submitted to MSUC). :(

minifloppy: Not sure where I'd check that, but this sounds interesting.
 

Ignotium

Que hora es?
Apr 3, 2005
1,426
0
0
37
Madrid
MeanyMortal: Man I wish I could fix that dark asphalt, when I look at it again now.. definitively way too dark. Too late (Already submitted to MSUC). :(

minifloppy: Not sure where I'd check that, but this sounds interesting.

you can resubmit up to 3 times an entry. afaik :(
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,870
8
38
Sarasota, FL
This map definitely needs a preview shot (with recommended player load and author name) in next version. I liked the swirls/clouds in skybox, large buildings, textures, city views, signs/banners, video screens, fences, weapon bases, vehicle locations, street lights, tunnels, planters and colored tiles (kinda look like sticky notes) everywhere. Yes, the plane going overhead and accompanying sound with it is awesome!:) This is a large map with good/clean graphics and big enough for VCTF and all the vehicles. Some areas did feel empty, but that’s what VCTF maps look like and feel like….what do you expect? Trying to spread out powerups will not help this aspect. I never found the invisible teleporter, but this map can be fun and bots can be tough at times.