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WIP in WIP, post your level screenshots!


Marcos

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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

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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.

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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.

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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.

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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.

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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
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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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