Posts by WarpSpasm
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Quote from poLemin
5 hours ago, poLemin said: Since I encountered problems with it and want to avoid bad judgement because of that: What is the correct way to set up the Overcharge entity? In some posts I read one should use "Generic Objective Markers" (which I am not able to find in the content browser. All that although it is possible to choose "Overcharge" in the PowerUp entity. It happened to me tho, that the Overcharge was placed in some random location too. I also read somewhere earlier in this thread that you should not set the map mode to Showdown. Is this still valid? I know there were some updates during the contest.
How did you guys implement the Overcharge?
I just copy pasted the overcharge marker from one of the epic maps
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Full Name:[/b] Jeremy Poyser
Nickname:[/b] WarpSpasm
Map:[/b] GasDroid / DM-GasDroid_V5
Download:[/b] https://drive.google.com/file/d/0B20_U4…iew?usp=sharing
Development Thread:https://www.epicgames.com/unrealtourname…wn-Competition)[/b]
I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula).
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Name: Jeremy Poyser
Nick: Warpspasm
Map: DM-GasDroid
I thought i would post this as early on as I could to hopefully get some feedback on the level. The gameplay is focused on a rush for the weapons, with gas traps near the main 4 weapons and near u damage in centre. The map has intentionally long sight lines as i found this to be enjoyable in my showdown playtesting, but if i get negative feedback on that i will probably close in sections or something similar. I tried to include as much wall running as i could and make it so traversal around the map includes that in the flow. Ive spent about 2 weeks straight on this now but cant really do much more until i get some feedback on it, due to the fact that i used meshes in a modular way, its much less messy to alter depending on feedback than a bsp shell, so im not afraid to make big changes depending on feedback, thats if anyone does actually play it....Ive called it gasdroid at this early stage because its a gas pumping facility in a hollowed out asteroid...Im also keen to hear how i performs on peoples systems, i havent optimized it really at all yet until being more sure on the layout....thanks in advance for any potential feed back thread link below for UT forum post if you do want to give feedback
“I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).”[/i]
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Quote from Vilham
1 hour ago, Vilham said: 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.
there is a map scaler tool on the UT forums well worth using will save you alot of time to get a scale that feels good to move around in...