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NEW Unreal Tournament!!!

  • FMPONE
  • May 3, 2014 at 12:24 AM
  • -HP-
    • March 12, 2015 at 11:05 PM
    • #121
    Quote from 2d-chris

    this is really cool, gets going about 8 mins in


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    also


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  • blackdog
    • April 4, 2015 at 10:34 AM
    • #122

    So just downloaded this yesterday (along the whole UE4 toolkit) and tried to play online but no server join after more than a minute.

    Played a match with bots and game runs smooth with all settings set to "epic" on my nootebook!

    I was expecting to see some more maps, or better said, more refined maps in the pool, with all people playing with UE. Is any map there from the Mapcore contest? Is anyone here making something for this?

  • 2d-chris
    • April 10, 2015 at 5:50 AM
    • #123

    Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!


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    Official thread is here, https://forums.unrealtournament.com/showthread.php?17122-DM-Vortex


    Cheers and see you in the tournament!

  • TheOnlyDoubleF
    • April 10, 2015 at 6:39 AM
    • #124
    Quote from 2d-chris

    Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!


    Official thread is here, https://forums.unrealtournament.com/showthread.php?17122-DM-Vortex


    Cheers and see you in the tournament!

    Wow, I love the architecture

  • Mazy
    • April 10, 2015 at 6:54 AM
    • #125

    Nice one Chris, looks fun!~

  • FMPONE
    • April 10, 2015 at 10:06 AM
    • #126
    Quote from 2d-chris

    Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!


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    Official thread is here, https://forums.unrealtournament.com/showthread.php?17122-DM-Vortex


    Cheers and see you in the tournament!

    Display More


    That looks extremely cool!


    Maybe you could add some more branching details at the top of the vortex? Like right now the room is basically a hollow cylinder, it would be cool to see it bloom up more at the top, be more dramatic and interesting since you're always looking up


    Basically this shape


    __/

    .|_|

    .|_|


    Instead of this shape


    |_|

    |_|

    |_|


    It's just something I noticed as being a little plain

  • blackdog
    • April 10, 2015 at 1:10 PM
    • #127

    Looks fun to play!

    I'm definitely gonna try put something together sometime soon, one thing that scares me for working in these modern engines is how much of the original bush work is gonna be replaced by props? I have read some guides and postmortems for UE3 and with all that "tilable sets" buzz basically everything was replaced by the artist. That makes it impossible for one person to complete a project, unless they are very skilled in modelling as well

  • BJA
    • April 10, 2015 at 3:41 PM
    • #128
    Quote from 2d-chris

    Hey dudes, someone was asking about any maps to work on art for, well I promised once the map I was making is in the build I'll post here, so yeah ... it's called DM-Vortex, tis a small simple dm arena with a funky fan mechanics in the center room. If anyone is interested in helping, either with feedback or assets it would be awesome!


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    Official thread is here, https://forums.unrealtournament.com/showthread.php?17122-DM-Vortex


    Cheers and see you in the tournament!

    Display More

    I could help with turbine...I miss making turbine rooms for you I like the open spaces and corridors you have there, looks pretty cool already. Some might need a little more cover I guess because it feels to me like snipers will have a bigger advantage in the level than the rest.

  • 2d-chris
    • April 10, 2015 at 4:01 PM
    • #129
    Quote from BJA

    I could help with turbine...I miss making turbine rooms for you I like the open spaces and corridors you have there, looks pretty cool already. Some might need a little more cover I guess because it feels to me like snipers will have a bigger advantage in the level than the rest.


    BJA Ha, true I've always gotta add a turbine eh? The snipers get countered pretty hard by the flanking elevator and corridor pretty hard right now, and players kind of float up quite fast so they are hard to hit. I've reached the limit IMO for details with BSP so when I start adding static meshes and doing art I'll give you a poke!


    blackdog, yeah, we are releasing themed tiling sets of assets and deco props over time, right now we have released the Outpost23 set, which is clean industrial, I think that set would work for this level. The artists build the assets, but there's no reason why a level designer can't add the assets into the maps, and light it etc.


    FMPONE, yeah could do that, I'm a little worried about players getting stuck on slopes like that, might just give it a try though it would help the visuals for sure - I'm at a limit with BSP and quite frankly it's painful to work with now, until we fix it I'm going to be rebuilding the bottom corridor first as that has some quite major gameplay implications.

  • ShockaPop
    • April 10, 2015 at 7:35 PM
    • #130

    Chris,


    Do you work with the Power-of-2 or metric system in the editor? Like, is there some guideline on this so that people working on maps have the best compatibility with art-assets later on?


    I remember the grid-snap to be working properly on power-of-2 only (like, 6 months ago).

  • 2d-chris
    • April 10, 2015 at 8:04 PM
    • #131

    UT uses 1unit =1cm, so 100units is equal to 1m. I built this map with a grid setting of 0.5m, but my newer map is built on a 1m grid. As for the meshing process with moduals, I don't really know, you can open up Outpost23 to see the size of the wall assets to figure it out. Some designers spend a lot of time upfront measuring every solid for easy meshing, some don't. I'm somewhere in between.

  • FMPONE
    • April 10, 2015 at 9:37 PM
    • #132
    Quote from 2d-chris

    I could help with turbine...I miss making turbine rooms for you I like the open spaces and corridors you have there, looks pretty cool already. Some might need a little more cover I guess because it feels to me like snipers will have a bigger advantage in the level than the rest.


    BJA Ha, true I've always gotta add a turbine eh? The snipers get countered pretty hard by the flanking elevator and corridor pretty hard right now, and players kind of float up quite fast so they are hard to hit. I've reached the limit IMO for details with BSP so when I start adding static meshes and doing art I'll give you a poke!


    blackdog, yeah, we are releasing themed tiling sets of assets and deco props over time, right now we have released the Outpost23 set, which is clean industrial, I think that set would work for this level. The artists build the assets, but there's no reason why a level designer can't add the assets into the maps, and light it etc.


    FMPONE, yeah could do that, I'm a little worried about players getting stuck on slopes like that, might just give it a try though it would help the visuals for sure - I'm at a limit with BSP and quite frankly it's painful to work with now, until we fix it I'm going to be rebuilding the bottom corridor first as that has some quite major gameplay implications.


    You should tell them to look at Hammer's .bsp and learn from that. It's way easier to use than UE4's imo. Hammer bsp is so good people are still making maps for it all these years later, that says a lot for me

  • blackdog
    • April 11, 2015 at 12:32 AM
    • #133
    Quote from 2d-chris

    blackdog, yeah, we are releasing themed tiling sets of assets and deco props over time, right now we have released the Outpost23 set, which is clean industrial, I think that set would work for this level. The artists build the assets, but there's no reason why a level designer can't add the assets into the maps, and light it etc.

    Good to know about the sets, although somewhat expected (I'm expecting there are going to be some "official" maps, if not maybe in a broader sense.


    I wasn't maybe really asking a question, what I mean that seems quite impossible for a one man team to do a complete map at this point, unless the designer is also an artist (since there are no default sets yet available).


    How do you find working with the metric system btw? I remember in the early days trying to use MaxEd was making me very confused (although it should be even more straightforward), and later on when I was doing some VRML in uni... what was confusing me was more the use and especially creation of textures, cos I never knew the scale between texture pixels and units size (read: never easy as Hammer: 256u = 256px = texture looks good VS 1m = XXXpx = texture looks stretched as hell)

  • 2d-chris
    • April 11, 2015 at 3:59 AM
    • #134

    it's just a metric, you get used to swapping about after so long doing it everyday, I for one actually like using real world units because that's what we used in Cryengine, the key is environment scale, not making a specific wall X units tall, nobody really uses an arbitrary measurement based on a texture size like the old days. You just learn metrics that matter like the height the wall should be so you don't bump your head when jumping, how wide a corridor/door needs to be etc.


    The best tip for scale is to add some player models into the map for reference, which is particularly important in UT because you don't get many props that give you a sense of scale while working. A door in UT can be tiny all the way up to house sized.

  • Pampers
    • April 11, 2015 at 1:11 PM
    • #135

    you can change the unit setup in settings

  • blackdog
    • April 11, 2015 at 6:56 PM
    • #136
    Quote from 2d-chris

    it's just a metric, you get used to swapping about after so long doing it everyday, I for one actually like using real world units because that's what we used in Cryengine, the key is environment scale, not making a specific wall X units tall, nobody really uses an arbitrary measurement based on a texture size like the old days.


    Oh yes, I'm sure; I remember that at the time I used to think that using metrics would have been easier "so you can easily copy this place cos you can eyeball measures easily!" XD but I wasn't much into learning new ways when I was 17-18. I'm sure I can cope, sometime soon I'll play a bit with the UE editor.

  • El_Exodus
    • June 15, 2015 at 5:28 PM
    • #137

    Look who i found :D


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  • 2d-chris
    • June 15, 2015 at 5:32 PM
    • #138

    It's a clone

  • Vilham
    • June 15, 2015 at 5:48 PM
    • #139

    looks like a copy of facing worlds tbh.

  • 2d-chris
    • June 15, 2015 at 5:53 PM
    • #140

    So, that's a compliment then? :)

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