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ut4_oaks_b2

Beta versions of your map
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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
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Re: ut4_oaks_b2

Postby xandaxs » Fri Nov 11, 2011 6:05 pm

Just made my run trough your map.
It's a good map, but i'm sorry to say i don't like it, but i don't dislike it either...

I just don't have any nice feeling while playing it...


Just some things i though i'd point out:
shot0020.jpg

shot0021.jpg

shot0022.jpg
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

User avatar
Aleyra
Posts: 13
Joined: Fri Oct 21, 2011 3:58 pm

Re: ut4_oaks_b2

Postby Aleyra » Sat Nov 12, 2011 12:03 pm

How many players can play on this map ?

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: ut4_oaks_b2

Postby Delirium » Sat Nov 12, 2011 6:55 pm

16 spawns per team for every gametype, FFA supports 32 players
Image

bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: ut4_oaks_b2

Postby bludshot » Mon Nov 14, 2011 4:16 am

I finally got to play this map in a real scrim/match setting. First of all, I think you should listen more to the overall feedback of the community than to me (hopefully the community does give a decent amount of feedback). Sometimes I think my feedback is based on a narrow view, not even necessarily my own view but my idea of what I think the populist viewpoint is; like, "if you want all these players to like your map then I think blah blah". The average player probably approaches it with much fresher eyes or something.

Also, I'll be playing on this map again soon and my 2nd impression might be more accurate. (Also my team got beaten pretty badly so that's always going to make people feel bleh.)

Anyhow, my first impressions of Oaks ctf are:
- it feels quite big, maybe too big
- I sort of feel like you are trying to do too much in this map, it has everything, tunnels, roof play, elevation, etc.
- it might feature too much blue/grey-blue making it harder to see blue team than red by quite a bit
- I feel like, what if you blocked off the upstairs flag area and instead put the flag by the merry go round and opened up a new doorway to the tunnel of love from there? <- Or this could be a terrible idea, I need to test the map more.
- I think it succeeds in a lot of ways too though, and I'm really interested in other gamer's opinions.

I have not really "found the flow" of this map in CTF yet, so I'm not really qualified to give good feedback yet if I am honest.


Also, what is the story on the extra bumpy pk3 files? Do they need to be on the server or only the client? I got reports that the map was giving big fps drops and resulting black bars due to low fps, in bumpy mode.

User avatar
xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: ut4_oaks_b2

Postby xandaxs » Mon Nov 14, 2011 8:36 am

Needs to be on both sides, server and client..
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: ut4_oaks_b2

Postby bludshot » Mon Nov 14, 2011 8:40 pm

xandaxs wrote:Needs to be on both sides, server and client..


Del is that true?

If so that's kind of awkward since auto download won't download the extra file.

User avatar
xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: ut4_oaks_b2

Postby xandaxs » Mon Nov 14, 2011 8:42 pm

I believe it is true, unless the server has "sv_pure 0", allowing the client to load modified pk3s...
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

User avatar
Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: ut4_oaks_b2

Postby Delirium » Tue Nov 15, 2011 2:08 am

Yep it is true, you do need to manually download it but there's nothing I can do, either there is 2 separate pk3s or oaks_b3 is 45mb :/
Image

bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: ut4_oaks_b2

Postby bludshot » Tue Nov 15, 2011 5:17 am

As long as servers having it and clients not having it, or clients having it and servers not having it doesn't cause any problems then it's ok. I guess all that will happen is that non-bumpy players will never see it, and... they don't get kicked off the server for impure do they (when the server has it)?, and bumpy players will see it only when connected to a bumpy server, which is odd but Ok.

Ideally you'd want the map to have everything, but imo the file size is a large enough issue to do it the way you're doing it as long as it fails gracefully.

User avatar
xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: ut4_oaks_b2

Postby xandaxs » Tue Nov 15, 2011 7:35 am

When HD is released, maybe he can put it all together...

And, no, clients won't be kicked because the server is running oaks_b2 and not the bumpy version...
As the textures and folders are named the same, and therefore will be read by the engine..
(Reason why you can't edit someone else's shader leaving the same path.. As it'll cause conflict)
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image


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