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Mapcore's UE4 Whitebox Challenge

  • Sprony
  • August 26, 2014 at 11:56 PM
  • Leigh
    • September 7, 2014 at 5:50 PM
    • #61

    I've done a bit more work on my level taking some of the feedback that was given (thanks again Beck!)


    [Blocked Image: http://i.imgur.com/TgTVoKe.png]


    I've pushed back the flag rooms so that the crazy short capture time (around 11 and a half seconds! :S) area little longer. A 100% perfect run from flag to flag is still only 17 seconds but it's such a direct route through the entire level that doing so without coming up against any resistance should be pretty rare.


    Here are some alternative angles for this...


    [Blocked Image: http://i.imgur.com/SDeGTRw.png]


    [Blocked Image: http://i.imgur.com/9CbXYll.png]


    [Blocked Image: http://i.imgur.com/xLczvd7.png]This shows the view through the old window near the ramps. Both ramps are still present.


    [Blocked Image: http://i.imgur.com/j9NB3dh.png]Yet another ramp has been added however to give yet more choices.


    [Blocked Image: http://i.imgur.com/NKeTYWL.png]

    I've also added lifts from the bottom floor to the middle floor on either side. Still debating if I should get rid of the middle bridge section all together though, it would drastically add to the capture time and force players to go up or down from the flag to get back to base.


    [Blocked Image: http://i.imgur.com/PKEDvlk.png]A view of the lifts from the bottom floor.


    [Blocked Image: http://i.imgur.com/HTVGUlh.png]And just for kicks, one from the top floor.


    Overall I'm starting to not like my level that much anymore. I will still submit it at the end of the challenge but I think I've already learn't a lot from it that moving forward I might do differently.


    Again your feedback would be appreciated and if anyone wants to see more video of it just let me know.

  • 2d-chris
    • September 7, 2014 at 6:31 PM
    • #62

    I'm not sure of you need all those railings/walls preventing you from seeing/jumping around, DM games are not cover shooters - other than that, for some reason your map lacks massive amounts of contrast, I'd brighten it up a lot even if your going for a darker castle or something.


    Looks cool though ^^

  • Leigh
    • September 7, 2014 at 6:59 PM
    • #63
    Quote from 2d-chris

    I'm not sure of you need all those railings/walls preventing you from seeing/jumping around, DM games are not cover shooters - other than that, for some reason your map lacks massive amounts of contrast, I'd brighten it up a lot even if your going for a darker castle or something.


    Looks cool though ^^


    Thanks Chris. I've been putting the railings in just as a force of habit more than anything really I suppose. I will probably take the majority of them out tomorrow morning.


    Also by contrast do you mean within my lighting? I'm currently only focusing on it being visible for playing rather than closer to how it should look when finished, although again any points on this would be greatly appreciated!

  • 2d-chris
    • September 7, 2014 at 7:06 PM
    • #64

    It's just too dark, I have a very bright monitor and I can barely even see - maybe it's just the screenshots though

  • Vilham
    • September 7, 2014 at 7:26 PM
    • #65

    Yeah, what Chris mentioned about railings/low walls is exactly what I thought when I saw it. In a game like UT they just impede movement and serve no real purpose, look at any UT map and note the absence of them from nearly all maps. (There are a few that have some, but even there they are limited to fall death scenarios)

  • Leigh
    • September 7, 2014 at 9:02 PM
    • #66
    Quote from 2d-chris

    It's just too dark, I have a very bright monitor and I can barely even see - maybe it's just the screenshots though


    Ahh yikes ok I'll have to do something about that :S. It seems ok on my monitor but you've just got me worried about my monitor now


    Quote from Vilham

    Yeah, what Chris mentioned about railings/low walls is exactly what I thought when I saw it. In a game like UT they just impede movement and serve no real purpose, look at any UT map and note the absence of them from nearly all maps. (There are a few that have some, but even there they are limited to fall death scenarios)


    I've got rid of all the railings in the level now. You guys are 100% right, makes little sense to have them in a UT level. I think my tragic lack of experience playing UT through the years might be starting to show here... :S

  • 2d-chris
    • September 7, 2014 at 9:16 PM
    • #67

    It's also tough for me to break out of the SP modern shooter trend

  • TheOnlyDoubleF
    • September 7, 2014 at 10:20 PM
    • #68

    Leigh, may be you could "break some angles". I seems very vertical to me, some triangles could do the trick. And I agree with Chris, take off these covers, It's not CS: Dammit !!


    Btw, I've started to build the main room of my map today.


    [Blocked Image: http://i.imgur.com/KrKVHrk.jpg]

  • Leigh
    • September 7, 2014 at 11:01 PM
    • #69
    Quote from TheOnlyDoubleF

    Leigh, may be you could "break some angles". I seems very vertical to me, some triangles could do the trick. And I agree with Chris, take off these covers, It's not CS: Dammit !!


    Btw, I've started to build the main room of my map today.


    [Blocked Image: http://i.imgur.com/KrKVHrk.jpg]

    Hot damn... Right. Major changes for me tomorrow I think!

  • dux
    • September 8, 2014 at 2:40 AM
    • #70

    Ok fuck it. I just had a burst of energy and bought a license. Downloading and setting everything up now. Should have something cool by next weekend. I hope

  • dux
    • September 8, 2014 at 3:51 AM
    • #71

    k I'm calling this done guys.


    [Blocked Image: http://i.imgur.com/SrSIuXU.jpg]

  • Beck
    • September 8, 2014 at 9:07 AM
    • #72
    Quote from Leigh

    ...


    Definitely looks like it has improved over your last version, good work!


    As mentioned, you should probably lose the railings and such. UT is a very fast paced games and stuff like that just slows people down. Basically, you don't want people jumping and then crouching through stuff like windows, and people should be able to fall to lower levels without any or much hindrance.


    Done any work on the distance between flag rooms?


    Quote from TheOnlyDoubleF

    ...


    Looking good! Looking forward to the rest of the level

  • 2d-chris
    • September 8, 2014 at 10:33 AM
    • #73

    I'll post some progress tonight, I could of waited and posted later, but I'm a massive tease.

  • Castle
    • September 8, 2014 at 5:16 PM
    • #74

    Some general thoughts on UT4 as well as future plans including the white box challenge.


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  • TheOnlyDoubleF
    • September 8, 2014 at 6:26 PM
    • #75
    Quote from Castle

    Some general thoughts on UT4 as well as future plans including the white box challenge.


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    Wahoo, thx for that man. That was really interesting! And your map looks really awesome now O_O

  • Minos
    • September 8, 2014 at 6:58 PM
    • #76

    oh wow, some great entries so far!!

  • 2d-chris
    • September 9, 2014 at 2:00 AM
    • #77

    Alright, so here are some very WIP screengrabs from the editor, I'll record a video showing some of the cool jumps and low gravity gameplay, I'm also still figuring out the layout and overall visual style so it's a little messy right now.


    [Blocked Image: https://farm4.staticflickr.com/3843/15181272881_e8a2fa428d_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3858/14997519779_d676be59d6_o.jpg]


    [Blocked Image: https://farm4.staticflickr.com/3860/15183916822_5fffdfc29f_o.jpg]

  • tomm
    • September 9, 2014 at 8:58 AM
    • #78
    Quote from 2d-chris

    ^^^


    [Blocked Image: http://i.imgur.com/DQ8HA.gif]

  • Castle
    • September 9, 2014 at 9:01 AM
    • #79

    I sat down for a bit to begin a block out for a map layout I would really like to see in UT4. Not sure if this will be my white box challenge map yet.


    Also, the triplanar material does not match with the power of 10 grid making it really hard for me to not lose my mind half the time I worked on this..


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  • Leigh
    • September 9, 2014 at 9:42 AM
    • #80
    Quote from 2d-chris

    ^^^


    That's already looking pretty damn great. Can't wait to see more!

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