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Posted (edited)

updated version can now be found here

update notes:
- map should no longer time out.
- changed bloom intensity in caves
- toned down orange lighting cast from lava
- added detail textures to brickwork
- lots of small mesh fixes, texture seams, tiny holes etc... more fixes to come.

left to do:
- fix the pathfinding for the bots

 

Finally released :)
stil have some problems with bots killing themselves on the lava (navmesh horror) 
have another topic about the map on the ut forum, hope I can get this up on some servers and have some fun :)

lWeSiMZ.png

Edited by rockdude86
Posted

Apart from a few last kinks yeah this is done (for now ;)

apparently people are having server timeouts due to long loading times (bug caused by re-packing the map for compression).

Since releasing an 800mb pak file is a bit too much the map is quite crippled until epic fixes the cooking process.

So no online games yet and sucky bots offline (damn you murphy!) 
Anyway what's another couple of weeks on a decade... 

  • 2 weeks later...
Posted

I looked at it and really liked the aesthetic of landwalks going back and forth, up and down. When I saw the images from Source @sprony posted I realised that they for some reason were so much easier to read and I figured that might be because all the edges in the Source version has a texture with a lighter contrast.

So if I were you I'd make sure to give them a little color tint or contrast in comparison to the other wall texture the edges connect with.  I made a very quick and dirty paintover just to clarify what I mean.

Paint-over:
XwjAtG6.png

Original:
HjOqQAY.png

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