DM-DECK16][UT4PreAlpha][ Update

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DM-DECK16][UT4PreAlpha][ Update

Postby Iacobus » 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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DM-DECK16][UT4PreAlpha][.rar
Updated Version
(12.75 MiB) Downloaded 21 times


DM-DECK16][UT4PreAlpha][_1.jpg


DM-DECK16][UT4PreAlpha][_2.jpg




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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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DM-DECK16][UT4PreAlpha_final.rar
Old Version
(12.29 MiB) Downloaded 36 times

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Shot0107_1.jpg
Last edited by Iacobus on Mon May 27, 2019 1:53 am, edited 18 times in total.
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Re: DM-DECK16][UT4PreAlpha style

Postby Neon_Knight » Thu May 09, 2019 2:31 pm

Neato! D/Ling!
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Re: DM-DECK16][UT4PreAlpha style

Postby iSenSe » Thu May 09, 2019 5:13 pm

Thank you very much!
Loaded it up on cut99.
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Re: DM-DECK16][UT4PreAlpha style

Postby sektor2111 » Thu May 09, 2019 6:30 pm

Pathing could be a bit more simple, it's way too loaded with PathNodes over Inventories which are not needed at all. Teleporter to Redeemer has the same problem as original - it's unreachable having path FROM teleporter back and no paths TO teleporter which has routes to Redeemer. Original Deck has a hackish connection with XC_Engine UT add-on and I can have a new challenge, here is missing that link. DefencePoints for Team 0, why nothing for Team 1 then ?
Too_Much.PNG

Design it's interesting, I'm thinking to replace older versions but this one definitely needs a bit of love for A.I.
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Re: DM-DECK16][UT4PreAlpha style

Postby XaNKoNII » Thu May 09, 2019 9:37 pm

That looks really cool mah man.
Amazing!!!
Sadly I have't played it, once i Have my desktop ill try it
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Re: DM-DECK16][UT4PreAlpha style

Postby Iacobus » Fri May 10, 2019 12:29 am

Neon_Knight, iSense, XaNKoNII: Thanks for the feedback guys! If you find any bug, pls report!

sektor2111 wrote:Pathing could be a bit more simple, it's way too loaded with PathNodes over Inventories which are not needed at all. Teleporter to Redeemer has the same problem as original - it's unreachable having path FROM teleporter back and no paths TO teleporter which has routes to Redeemer. Original Deck has a hackish connection with XC_Engine UT add-on and I can have a new challenge, here is missing that link. DefencePoints for Team 0, why nothing for Team 1 then ?
The attachment Too_Much.PNG is no longer available

Design it's interesting, I'm thinking to replace older versions but this one definitely needs a bit of love for A.I.


Hi there, sektor!

Funny thing with this area in the screenshot: As I was playtesting the map, one bot went for the minigun ammo, jumped on the ledge behind and got stuck in the corner.
To not mess with the original pathing I enlarged the edge, giving it an extra space for bots to recognize the path and ended up using the brush for detailing the ramps
aswell.

I didn't mess with the pathing as I mentioned above to not change drasticaly the experience most people have with the original. The small changes I made won't effect much
bot pathing and cycling through pickups, it just adds a little bit of challenge by not having the chest armor laying around at all times and faster bot access to Udamage.
I don't recall bots reaching for the Redeemer in any of the original maps so I didn't want to give them this ability here. I've used the original map as the basis and haven't
deleted any navigation actors from it. The Defensepoints are from the original aswell.

Even if I were to repath the whole map I'd have to upload it in a different file, unless it's broken or bots getting stuck. If you want me to take a look at the version with the
intended pathing for me to study and quickly apply here, let me know where to find, so I can make an alternative version with improved AI. Best case
scenario, it could be imported since the geometry overlaps with the original.

Update (to be included in the final version):
Attachments
Shot0003_1.jpg
- Missmatching texture fixed
Shot0002_1.jpg
- Doorway properly trimmed
Shot0001_1.jpg
- Ceiling light textures aligned properly
Shot0000_1.jpg
- Floor texture no longer overlaps elevator
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Re: DM-DECK16][UT4PreAlpha style

Postby Red_Fist » Fri May 10, 2019 2:26 am

I like it, but it seems the ramps should have a different texture for some reason, it does look good though, just thinking out loud :tu:
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Re: DM-DECK16][UT4PreAlpha style

Postby Ubir4 » Fri May 10, 2019 6:17 am

Nice work, I like it!!
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Re: DM-DECK16][UT4PreAlpha style

Postby Iacobus » Fri May 10, 2019 2:34 pm

Ubir4 wrote:Nice work, I like it!!


Thanks!

Red_Fist wrote:I like it, but it seems the ramps should have a different texture for some reason, it does look good though, just thinking out loud :tu:


I know what you mean. If you open it in the editor you'll see that the ramps actually have a darker and grayish colour that I made to absorb some of the light coming from the ceiling, but still very bright. I tried different colors, textures, even poking holes through to see how it looks but I wasn't happy with any of that. The ramps are the main feature of the map and changing it from how it is in the UT4 version which I'm trying to mimic would break the whole point. I changed the floor texture for the final version to give a more wore off look but it won't change it much. I agree it's not the best looking thing but it's the closest I can get from what I'm aiming for. Thanks for the feedback!
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Re: DM-DECK16][UT4PreAlpha style

Postby Pileyrei » Fri May 10, 2019 4:21 pm

Great work!

Added to our server (see signature)…..adding to redirect for clients ASAP.
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Re: DM-DECK16][UT4PreAlpha style

Postby Iacobus » Fri May 10, 2019 5:18 pm

Pileyrei wrote:Great work!

Added to our server (see signature)…..adding to redirect for clients ASAP.


Cool! Thanks! I'd only ask you and Isense to update to the more polished final version once it gets aproved by mapraider (link will be here) to avoid different copies floating around. This one was more for playtesting and bug fixing.
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Re: DM-DECK16][UT4PreAlpha style

Postby Pileyrei » Fri May 10, 2019 5:51 pm

Sure. Please send the link when it’s ready!
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Re: DM-DECK16][UT4PreAlpha style

Postby Ubir4 » Sat May 11, 2019 2:03 am

Solved
Last edited by Ubir4 on Fri Jul 12, 2019 3:20 am, edited 1 time in total.
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Re: DM-DECK16][UT4PreAlpha style

Postby Iacobus » Sat May 11, 2019 7:14 am

Ubir4 wrote:In some parts of the map I noticed that by the light, the crosshair disappears, you have as you verify, or you tell me how I can do it. For your map is 10, but where it has an intense brightness with strong white the crosshair becomes invisible.


Really good call. I barely pay attention to the crosshair when I'm playing (I mean, it just didn't bother me to a point for me to notice) and half of the playtesting is watching botmatches so I hadn't paid attention to that. I just uploaded a darker version that should fix 98% of the issue. Lighting looks like doodoo but crosshair is visible almost always.. Let me know if it's good enough and thanks for the feedback!
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Re: DM-DECK16][UT4PreAlpha style

Postby iSenSe » Sat May 11, 2019 9:48 am

Iacobus wrote:
Ubir4 wrote:In some parts of the map I noticed that by the light, the crosshair disappears, you have as you verify, or you tell me how I can do it. For your map is 10, but where it has an intense brightness with strong white the crosshair becomes invisible.


Really good call. I barely pay attention to the crosshair when I'm playing (I mean, it just didn't bother me to a point for me to notice) and half of the playtesting is watching botmatches so I hadn't paid attention to that. I just uploaded a darker version that should fix 98% of the issue. Lighting looks like doodoo but crosshair is visible almost always.. Let me know if it's good enough and thanks for the feedback!


Indeed.
The dark version is much better imo, way more comfortable for the eyes.
Don't notice weird lightning really as much. (as a player)
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