DM-DECK16][UT4PreAlpha][ Update
Posted: Thu May 09, 2019 8:55 am
First off, hello everyone! It's been a while since I toyed with the unrealed (and forums for that matter). I'm working in 2 other maps and this was a practice training to get back to form. I chose Deck16 because it pains me to see duels on youtube where the brightness settings is cranked up to "fugly". It's losely inspired by the pre-alpha version of UT4, with high contrast textures and the addition of the corridor connecting the upper floor to the back area, also an elevator I'd swear I'd seen it somewhere, but it's not actually in the UT4 version (I left it there because I though it was a good addition after playtesting, feedback on that pls). The AI was left intact, with the exception of pathing the new areas and to make bots IH to the UDamage and jump down for the chest pickup (they are unable to grab it in the original, it seens).
I haven't tested the map online yet and would love to hear some feedback, what can be improved, if everything is working, etc. All the additional info is in the README inside the file.
(PS: The main purpose behind this map is to provide the good old Deck16 experience in an environment that resembles the UT4 pre-alpha version of UT4, with brighter textures that enhances the visibily for the players. Any major overhaul such as repathing or adapting for different game modes can be done granting I have access to the blueprint of the intended changes for a quick update and possible alternative version. Also, editing is allowed for everyone that wants to adapt it for their prefered game styles/mods)
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Update: I had to rework the geometry to try and get rid of some rendering issues present in the original map that were inherited by this one. The change in the area around the jumpboots was neecessary and not just for aesthetics, let me know if it alters gameplay in any way. During the boredom of playtesting and bug fixing I started adding some features to the map such as decos, leaderboard, meshed weapon bases and the footstep sounds by Revelation, all things that shouldn't get in the way of gameplay either. I also tweaked some more the lighting to look a bit more realistic and replaced some textures I wasn't happy about. I'll keep the previous file in case someone prefers a cleaner version
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For those keeping track, that's the Final Release of Deck16][UT4PreAlpha. This is an optmized build of the file containing all changes and improvements sugested in this thread. From now on, any minor issue that doesn't prevent smooth gameplay will be logged for possible 'revisions''. Special thanks to Ubir4 for his suggestion (it actually looks better that way also) and for all those who left feedback in this thread. Thank you all and happy fragging!
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I haven't tested the map online yet and would love to hear some feedback, what can be improved, if everything is working, etc. All the additional info is in the README inside the file.
(PS: The main purpose behind this map is to provide the good old Deck16 experience in an environment that resembles the UT4 pre-alpha version of UT4, with brighter textures that enhances the visibily for the players. Any major overhaul such as repathing or adapting for different game modes can be done granting I have access to the blueprint of the intended changes for a quick update and possible alternative version. Also, editing is allowed for everyone that wants to adapt it for their prefered game styles/mods)
_________________________________________________________________________________________________
Update: I had to rework the geometry to try and get rid of some rendering issues present in the original map that were inherited by this one. The change in the area around the jumpboots was neecessary and not just for aesthetics, let me know if it alters gameplay in any way. During the boredom of playtesting and bug fixing I started adding some features to the map such as decos, leaderboard, meshed weapon bases and the footstep sounds by Revelation, all things that shouldn't get in the way of gameplay either. I also tweaked some more the lighting to look a bit more realistic and replaced some textures I wasn't happy about. I'll keep the previous file in case someone prefers a cleaner version
_________________________________________________________________________________________________
_____________________________________________________________________________________
For those keeping track, that's the Final Release of Deck16][UT4PreAlpha. This is an optmized build of the file containing all changes and improvements sugested in this thread. From now on, any minor issue that doesn't prevent smooth gameplay will be logged for possible 'revisions''. Special thanks to Ubir4 for his suggestion (it actually looks better that way also) and for all those who left feedback in this thread. Thank you all and happy fragging!
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