DM-Skaun][ - Beta 1
- Pikko
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Re: DM-Skaun][ - Beta 1
Thank you for pointing out the most obvious. There was of course an open space between the letters. Not a professional thing to do Thanks
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- Gustavo6046
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Re: DM-Skaun][ - Beta 1
Those are just square brackets, nothing fancy about them (unless you live in the MS-DOS era or something).
Epic themselves used specifically "][" a lot in map names, so I wouldn't think that is the issue.
Ultimately it's got to be the space.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."
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- EvilGrins
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Re: DM-Skaun][ - Beta 1
The filename doesn't have to identically be the same as the name of the map. Especially due to the "][" which always gets busted into a bunch of numbers and symbols... why I dunno.
For some reason ][ gets twisted into %5D%5.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: DM-Skaun][ - Beta 1
When? By what? If you compress it into a .uz? Compressing a map with ][ in the map name (as in DM-Skaun][.unr) works fine.
It's the map file that is being compressed so if you want to compress the map DM-Skaun][.unr to a .uz then you could name it something else but then it will decompress with the other name.
Re: DM-Skaun][ - Beta 1
Probably it is "%5D%5B". This is simply the URL encoding for "][".
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- Pikko
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Re: DM-Skaun][ - Beta 1
"Release" DM-Skaun][-Rc1
**//-REMARK
I'm not saying that this Map is perfect, but there are certainly many things that can be improved.
As a wise man once said. When to say stop? I am receptive to constructive feedback,
so we'll see if I want to change anything. It is the artist's choice
**//-END
**//-REMARK
I'm not saying that this Map is perfect, but there are certainly many things that can be improved.
As a wise man once said. When to say stop? I am receptive to constructive feedback,
so we'll see if I want to change anything. It is the artist's choice
**//-END
Last edited by Pikko on Sat Mar 20, 2021 6:15 pm, edited 1 time in total.
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Re: DM-Skaun][ - Beta 1
Good little map - nice layout provides a natural flow around the map - good design and use of textures, plus bringing the outside in, creates a distinct 'space' with character and identity.
Possible things to look at :-
the lighting is more or less uniform throughout and so you could look to create a bit more difference based on the source/strength of the lighting sources.
The room with the two lifts feels a bit restricted - could perhaps use a jump pad in place of one lift to speed up movement and flow?
Personally I'm not sure about the fairly liberal use of the black/yellow stipes - I think they tend to detract from the overall 'feel' - perhaps restrict their use to edges (of ramps, ledges, etc) as they are generally used to indicate potential hazards?
The light source there looks a bit odd with the 'cut off' cone of light (plus being very bright) - also perhaps a bit too much 'clutter' as it were, obviously intended but it does feel rather awkward (no water sound when stepping in the water - a minor point) Item placement seems OK to me - nice touches with the shieldbelt etc behind opening doors - good ambient sound throughout the map.
Overall a fun, enjoyable map.
Possible things to look at :-
the lighting is more or less uniform throughout and so you could look to create a bit more difference based on the source/strength of the lighting sources.
The room with the two lifts feels a bit restricted - could perhaps use a jump pad in place of one lift to speed up movement and flow?
Personally I'm not sure about the fairly liberal use of the black/yellow stipes - I think they tend to detract from the overall 'feel' - perhaps restrict their use to edges (of ramps, ledges, etc) as they are generally used to indicate potential hazards?
The light source there looks a bit odd with the 'cut off' cone of light (plus being very bright) - also perhaps a bit too much 'clutter' as it were, obviously intended but it does feel rather awkward (no water sound when stepping in the water - a minor point) Item placement seems OK to me - nice touches with the shieldbelt etc behind opening doors - good ambient sound throughout the map.
Overall a fun, enjoyable map.
- sektor2111
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Re: DM-Skaun][ - Beta 1
After a quick examination.
Environment:
Lights can use bSpecialLit and settings accordingly a bit more balanced...
Coronas can be smaller or changed other way.
Light57 and other one (71) can be deleted because are into void.
Pathing:
Lifts must be turned into lifts not doors/buttons.
PathNode9 is useless that way, Pathnode0 to PathNode30 doesn't include any route in that ramp (not very navigable normally but... using velocity - it needs a forced connection) - this is visible in 469b without extra scripted tests. As overall, pathing can be reduced because this environment don't need so many specs.
Items:
Old Flak won't load tournament ammo type for UT_FlakCannon - change Flak or ammotype. For this way of mapping items, BotPack.DeathMatchPlus with DMMutator is mandatory or else this weapon won't have any intensive usage running out of ammo. UT_ShieldBelt and UT_Stealth are not friends in plain UT, forget these practices. UT_Invisibilty can have a higher charge and can substitute UT_Stealth without issues.
Charging-Note:
Without moving anything I dropped 13 kb of data from map including red Brush builder which it's no longer needed.
Edit:I see a few glitches (HOMS)
Environment:
Lights can use bSpecialLit and settings accordingly a bit more balanced...
Coronas can be smaller or changed other way.
Light57 and other one (71) can be deleted because are into void.
Pathing:
Lifts must be turned into lifts not doors/buttons.
PathNode9 is useless that way, Pathnode0 to PathNode30 doesn't include any route in that ramp (not very navigable normally but... using velocity - it needs a forced connection) - this is visible in 469b without extra scripted tests. As overall, pathing can be reduced because this environment don't need so many specs.
Items:
Old Flak won't load tournament ammo type for UT_FlakCannon - change Flak or ammotype. For this way of mapping items, BotPack.DeathMatchPlus with DMMutator is mandatory or else this weapon won't have any intensive usage running out of ammo. UT_ShieldBelt and UT_Stealth are not friends in plain UT, forget these practices. UT_Invisibilty can have a higher charge and can substitute UT_Stealth without issues.
Charging-Note:
Without moving anything I dropped 13 kb of data from map including red Brush builder which it's no longer needed.
Edit:I see a few glitches (HOMS)
A green light experiment:
Perhaps Brush403 it's not in the right place...
- EvilGrins
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Re: DM-Skaun][ - Beta 1
You should link this part of the thread to the start, though for future reference unlike some other forums they let you still edit the first part of the thread.
Just makes it easier to find the map download.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- Pikko
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Re: DM-Skaun][ - Beta 1
Last edited by Pikko on Sat Mar 20, 2021 9:09 pm, edited 1 time in total.
Maps by Dr.Pikko
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Re: DM-Skaun][ - Beta 1
Hello
Im using d3d9 and v436 I got in all map several blink effects on few textures and lag when playing, something its going wrong with the map
Im using d3d9 and v436 I got in all map several blink effects on few textures and lag when playing, something its going wrong with the map
- sektor2111
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Re: DM-Skaun][ - Beta 1
Wrong answer.
Brushes mixed like that are doing these effects, at least I noticed that in previous version they weren't only mixed into each-other but not having merged polys for reducing those lines from surfaces.
There are TWO brushes mixed with common surfaces and the green area has visible polys because are not merged.
This is what a portal does in Editor. Vertex Editing ? Anything ?
From my campaign through Editor I have not see any good mapper doing things this way. In image I reduced a brush and I have to check how goes after a rebuild but not before deleting the second portal which is there for no reason.
Lamp with giant stander - it can include a de-intersected brush, a bit loved in NotePad++ and polys merged. Result has less poly lines and it looks like ONE surface. Of course they might need corrections as long as not all vertexes are normal, either way I see an ugly BSPCut crossing around...
Brushes mixed like that are doing these effects, at least I noticed that in previous version they weren't only mixed into each-other but not having merged polys for reducing those lines from surfaces.
You cannot demand a display driver like that, a map must work with what User is getting used in majority of maps.
There are TWO brushes mixed with common surfaces and the green area has visible polys because are not merged.
This is what a portal does in Editor. Vertex Editing ? Anything ?
Meh... Actually here are TWO portals - Why is flickering ? Just because it's normal...
Portal surface has TWO surfaces.
From my campaign through Editor I have not see any good mapper doing things this way. In image I reduced a brush and I have to check how goes after a rebuild but not before deleting the second portal which is there for no reason.
Lamp with giant stander - it can include a de-intersected brush, a bit loved in NotePad++ and polys merged. Result has less poly lines and it looks like ONE surface. Of course they might need corrections as long as not all vertexes are normal, either way I see an ugly BSPCut crossing around...
Last edited by sektor2111 on Sat Mar 20, 2021 8:14 pm, edited 1 time in total.