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WIP in WIP, post your level screenshots!


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Posted

 

 

Of course there is always an lighting importance volume.

 

Don't you problems come drectly from the light properties of your meshes ?

 

 

How do i know there's nothing wrong with my meshes ?

 

You can check this: 

 

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html

 

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html

Posted

 

 

 

Of course there is always an lighting importance volume.

 

Don't you problems come drectly from the light properties of your meshes ?

 

 

How do i know there's nothing wrong with my meshes ?

 

You can check this: 

 

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html

 

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html

 

 

Thx, I already know how to prepare and export models, it's more on the UE4 side that i'm having troubles :D

And i'm not using lightmaps, i'm using Dynamic Lighting with GI and LPV (i think, not sure i did all right). Maybe i should swith to a static lighting...

 

But i'm pretty sure it's non related to the mesh. When i drop my material to any other mesh, texture are still mega bright.

Posted (edited)

Hey CSGO designers, do you recommend playtesting with bots for rapid layout design? I want to be able to iterate quickly, but the results from bots aren't as genuine as real players.

Edited by GameDev
Posted

Keep in mind im not a professional (I dont have a job / studied Game Design or anything) so wait for a few other answers :)

I generally find bots only useful for finding and placing cover. Everything else (how the general layout is) you should do a playtest here on mapcore for example.

Posted

Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be.

As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though.

Posted

A big phat no-no to using bots to make any design decisions, in my opinion. They can't substitute human players, not by a long shot.

 

Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be.

As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though.

 

Timing depends. Bots can be incredibly stupid sometimes and if your paths involve anything other than simple, flat floors (jumps, crouchjumps etc) it can be a hassle.

 

I recommend using a stopwatch and running to a location as both teams. For very exact timings, host a local server and have a buddy join, then both head to the same path and see who arrives first and by how much etc.

Posted

I haven't made a CS level in ages, but I have to agree with Puddy 100%. Use a stopwatch and check your timings, bring in a friend early on just to check the basic layout.

Thanks for all of your input guys. Luckily I've been checking timings without bots, so I'll definitely stick to that.

Posted (edited)

SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail.

Download from Tsu.

https://www.tsu.co/zZCastleZz/25028494

(I am vainly attempting to make Tsu my home blog and content center for stuff I do.)

Video:

http://youtu.be/lCAQe8MvQy4

Screen Shots:

yHVXHNK.jpg

Ol6NfB6.jpg

DmlFXmw.jpg

nTvu6cA.jpg

NvPeILW.jpg%EF%BB%BF

 

Looks good, but for some reason the slope on those 1:1 staircases is bugging me. I'm sure they must work fine but the aesthetic doesn't look right...too steep. Otherwise looks like it's shaping up nicely :)

Edited by Bl1tz

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