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2d-chris

Mapcore Staff
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Everything posted by 2d-chris

  1. Levels never stop changing, the idea phase 1 is to allow you to share your design if an artist wants to help, you can start detailing when ever you like.
  2. what you need should be in here, https://www.dropbox.com/s/fkc1hweebknvlyr/Showdown.pdf?dl=0
  3. In my book there is nothing wrong with having multiple submissions, within reason. The real proof is the pudding, aka a completed level.
  4. We have a finished facing worlds in the game already ^^ @blackdog we don't have the assets to art the level yet, and it would be a complicated/technically one to do, all be it fun. It'll happen eventually.
  5. I'm not sure I fully agree, the original game had a ton of random environments that made no to little sense, that's UT. What ever comes across as exciting and over the top is good in my books. There is an entire futuristic set too, with a bit of creativity you can make it look different too, I made this recently using Outpost 23 assets, We only have two environment artists on UT, so at this point it's about getting the biggest bang for buck out of assets so naturally things will look a bit "generic" normally you'd have at least 8-10 environment artists and a lot more time - Right now its about being as creative as possible to make the most of what we have, which is a part of the challenge.
  6. Outpost is the very smallest I would go, we also scaled the players by 15% after it was made, so it feels even smaller. You can play with bots, then then set the game speed mutator to really slow, will help you judge scale at least when it comes to how big/small other players are.
  7. It's probably caching tons of shaders, it shouldn't take that long once things are loaded. Probably worth opening the official maps, then starting a shell We also support different gfx specs for the editor, can try lowering them in the settings panel. I don't think the editor is that demanding, but then I do have a pretty powerful pc at home and work. I have noticed the UT editor takes longer than other projects to load, but not in a way that was ever a deal breaker for me. Make sure to turn off auto navmesh updating, this can be frustrating, and I also noticed having blueprints tool open is actually really demanding, so closing tools your not using will help.
  8. 2d-chris

    Star Wars

    looks good, but uhhhg another deathstar ;P
  9. save, save and always save. I'm a saveaholic these days
  10. Many designers don't actually play the game as much as you'd think, it's about the ability to look at what works and figure out why, I could play CS:GO for 60 hours and make a good level, you just look at examples and figure it out, A part of what makes showdown interesting, is you will be discovering what makes the mode great, developing games is hard, it's even harder when they are not complete yet. This is very similar to working in a development team, not on games that have been proven long ago. The point of any contest really is to better yourself, we will always be considering good levels for the market place and the game, even after the contest has finished.
  11. 2d-chris

    Overwatch

    Love it these days with all these dev blogs, can learn so much. Netcode is such a voodoo subject, it's great to hear people sharing their specialist knowledge on the subject.
  12. I'll be looking at this thread several times a day to help out! I know my way around the UT editor pretty well, so don't hesitate to ask if you need assistance.
  13. https://www.dropbox.com/s/fkc1hweebknvlyr/Showdown.pdf?dl=0 All the info you need should be in the contest forum section!
  14. got the motor for my slider, so cool, does timelapse and movie work, can do a move over hours with no problem lol - thats one seriously accurate motor
  15. We've made it easier than ever to access the development tools for Unreal Tournament, in this guide I will share instructions, and some handy links for anyone who would like to build a level for the contest. Downloading the game and editor Follow THIS link and click "Download UT for Free" (yes, it's free!) Sign in with your account or make one With the launcher open, you should see Unreal Tournament up the top, click on this Download the game (play) and editor (create) Epic Games Launcher The next step - Getting to know the game Even if you are a Unreal veteran, before starting a level, it's wise to play the game for a bit to get a feel for it. Every Unreal Tournament game has it's unique feel, scale and pacing, and UT4 is no different. It is also a good idea to take a close look at the official levels, some have been finished, some are what we call "Shells", these are a great example of proving out a levels gameplay before investing time and effort with art, Zaccabus has put together some wonderful guides, everything from basic movement to advanced weapon tips, this will be extremely useful for getting up to speed on what UT4 is all about. Click THIS to go to his YouTube channel. Basics of the Editor Unreal Editor has been widely documented, this should make it quite easy to find specific information you require, but I will provide some handy links for getting up to speed. Epic's Map Making Tutorial - Good place to start. Sid (Veteran UT level designer) demonstrating the editor - Tips from a pro. Unreal Engine Tutorial Playlist - Everything but the kitchen sink (most of this is valid to some degree for UT4). Jim Brown (Senior Designer) demonstrates the editor - Good summery of the editors core functionality. What is Team Showdown Mode? Epic was kind enough to provide us with a detailed guide on everything related to mapping for the Team Showdown mode. You can download the PDF version or the Word version. Additionally, Nato just posted a guide and discussion over at the official forums, check it out HERE How do you test your map in the game? We've made it easy to test and share your maps in the actual game, although you can play in the editor, it's always advisable to play it in the real game, we support BOT play which is incredibly useful in the early days of developing a level. Sharing a level will package all custom assets into a single file, making it easy to share with others. To add bot support for your level, simply add a "NavMeshBoundsVolume" around your entire level, when you hit build it will make the paths for you Once your level has been Built, you need to do the following to play in the game Click "Share", then "Share this level", in the bottom right of your editor you should see a message telling you the script is running, this can take anywhere from 30 seconds to 10 minuets depending on the complexity of your level. Once packaged, a prompt will appear asking if you would like to share, before doing this make a note of where the file is being saved, click "Open window to packaged Content Directory, then click no From the Epic Games Launcher, play the game, your map should show up in the list if you make Custom game. If it doesn't show up, you might need to revisit the "world settings" and make sure the game mode is set-up correctly. Share button location
  16. 2d-chris

    Overwatch

    TF2 is almost 10 years old now :OOOOOO
  17. It's almost impossible to fry a modern cpu, they throttle to almost nothing if your nuking them, still wouldn't advise trying
  18. Sony A7RII + Battery Grip and the Metabones EF to E mount adaptor, Rhino Motion motor arriving tomorrow for some serious timelapse and movie goodness
  19. If only a got a $ for every time I've heard that one ;P
  20. Yeah youtube did some funky stuff with the compression, the source file (youtube settings) is clean as a whistle. I think, ironically it's too detailed for youtube even at 4k O.o, look at the road on the bottom left at the start, It's about 5 seconds between each photo, over about 30 mins, but I speed up the final results by about 30% Think I will have to play with actually smoothing out the results, unless they improve their codecs
  21. Tested out my camera with the timelapse app, worked really well, the timelapse itself is not great, no moving clouds or subjects, but still worth a share, this is epic's HQ btw. 15gb's of data for 6 seconds timelapse D: but it is taken at native 8k resolution
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