Posts by Vilham
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On the sections without any snow, I think it needs a thin layer still. It looks really jarring right now having snow up against a building under an overhang but no snow on the actual walkway.
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Full name: Will Josephy
Nick name: Vilham
Map name: DM-Fall (may change in future)
Download link: https://drive.google.com/open?id=0B9Y7E…eU1kRnRCLXhtS0U
I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).[/i]
Will be updating more but thought I would place the link now so even if I forget I have something entered. Still not sure if I have the scale correct or enough mobility via connectors but hopefully that will get highlighted in the playtest.
Update - Updated the map a bit, used shell materials, its now actually quite dark inside, the layout overlaps a lot which isn't great for the 2d view but that's not really something i can do anything about. Would like to have spent more time but I am away for the next 4 days.
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More WIP, level atleast works, don't know if that means it plays well though, seems easy to evade when it gets down to the last player on either team.
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My first whitebox for the contest is nearly done, not entirely sure about it tbh, hence why I created a second layout that I think will be better. Still needs pickups and some skill jumps adding.
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So I don't really get this game, is it actually out and is there a story?
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Looks pretty awesome, definately looking forward to it, played the hell out of the first one. Only issue is with the post processing they are doing, far too much noise makes the game look a bit shitty. Once again the architecture of the buildings is awesome, massive respect to whoever managed to turn obvious gameplay focused blockouts into realistic looking locations.
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So played a bit of the beta.
It's not great tbh.
A mix of halo and quake, which is failing to be better than either.
No dedi servers has lead to 150+ pings every single game I have played.
Loadouts is just a terrible choice, it completely messes with the flow and the whole adaptability of each weapon to different circumstances.
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Level still feels too large, have some spaces about 2000x3000, and they feel massive, but they aren't much larger than areas in the example map.Makes me wonder if it's due to the default fov in editor being 90. What's the fov in the normal game?My lack of experience with the new game is definitely making it hard to get a good feel for scale and metrics. I remember old school ut having very large open spaces in areas, whereas all the new maps I look at seem smaller.Just notice my map is remarkably similar to dm-liandri in scale infact, but seems off in ut4 for some reason.
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Quote from Sigma
7 hours ago, Sigma said: This is definitely the case, but people should feel free to pull from DM_Outside for some sci-fi elements if they are not producing their own meshes for the level. Also keep in mind that not many people are working on environments so much as there is a crazy amount of people creating levels - so I think kit-bashing is going slower than perhaps is normal? Personally, my level aesthetic design will be closer to the "castle" type designs, but not quite the same, simply because that is what I have been studying recently for architectural inspiration and 3D mesh work in my spare time. However -- having said that -- there are definitely ways to make it "Unreal", even with a castle style theme (e.g., floating assets, glowing assets, steammpunk style with protruding pipes and electrical cables off of castle like structures, etc . . .). Free your mind!
I'll have to check out dm_outside.
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I'm going to be using outpost assets for sure. I am going to attempt to make a futuristic looking setting while maintaining some relatable locations, think mirrors edge and Deus ex.I can appreciate that there aren't many artists.Part of my problem with the current aesthetics is that I don't remember (I'm sure there are a few) levels that were Gothic, the memorable ones to me were things like Morpheus, the vehicle repair shop, the sky scraper one, facing worlds, the giant sub bay, etc. The current levels feel very quakesk
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Honestly I feel that is the biggest problem with it at the moment nearly all the finished maps are generic castles with nonsense layouts, UT wasn't really like that, quake was what had those kinds if levels. I definitely feel my level lacks some trick jumps and lifts, going to see how I can fit them in without completely fucking any aesthetic.
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You part of the team on that? D-day map needs its crossfire on the beach fixed, far too easy to camp left or right bunker and just shoot across under the cliffs, a little more complexity to the length of the cliff rather than a straight line would go a long way to fixing that.
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