rockdude86 Posted February 19, 2016 Report Posted February 19, 2016 (edited) updated version can now be found hereupdate 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 Edited March 2, 2016 by rockdude86 JustFredrik, Squad, MaanMan and 6 others 9 Quote
Sprony Posted February 19, 2016 Report Posted February 19, 2016 Are you telling me @rockdude86 that after what, a decade or so, it's really done? Quote
rockdude86 Posted February 19, 2016 Author Report Posted February 19, 2016 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... Quote
Sprony Posted February 20, 2016 Report Posted February 20, 2016 Maybe @2d-chris can help with some tips?Man, I remember being impressed by the Source version of this. Then I remembered these..... Quote
rockdude86 Posted March 2, 2016 Author Report Posted March 2, 2016 new pak now available here Also updated first post. Quote
Sjonsson Posted March 3, 2016 Report Posted March 3, 2016 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:Original: Logic 1 Quote
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