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The CMM forum software was recently upgraded, some things may have changed and some things may be broken or not working. Please let me know by PM or on IRC if you have any problems using this forum.

Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_poland_b4 [test server available]

Beta versions of your map
MajkiFajki

ut4_poland_b4 [test server available]

Postby MajkiFajki » Sun Oct 09, 2011 5:18 pm

Beta 4 Released!
http://dl.dropbox.com/u/5856916/ut4_poland_b4b.pk3



UPDATE:
Few changes in layout, now map is frozen. I will focus on design.
LINK http://dl.dropbox.com/u/5856916/q3ut4/ut4_poland_b3.pk3

You can play this map on ut4_poland 24h server in Europe:
connect 188.116.54.17:27964
password Poland
Alloved vote:
restart, reload and gamemode change.

Thanks for feedback!



Ok Ladies and boys. Here comes beta version.

Download --> storage/maps/q3ut4/ut4_poland_b2.pk3
Gallery --> http://minus.com/mbrFXAG2CN#18g
Gametypes --> TDM, TS,CTF and BM

Roadmap:

retexturing
VIS optimisations
debugging
adding details
adding softcover
implementing epic and massive feedback from FTWGL/CMM community


This is beta version, very raw and created for testing purposes. Feel free to test map to death and sending me back:

Which routes works/which not?
Where with just w few clicks of mouse I can create great jumping route?
Where you need soft cover and why?
Is map balanced in all gamemodes?
What makes playing harder than it's needed to be?
Anything else you think is important for us and needed to making my map better.


Thanks in advance and...

DOUBLE TIME! LET'S MOVE!
Last edited by MajkiFajki on Sat Nov 12, 2011 3:09 pm, edited 8 times in total.

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nemNEMnem
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Location: Germany
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Re: ut4_poland_a1

Postby nemNEMnem » Sun Oct 09, 2011 5:46 pm

screenshots?
for a big tree, you need a small axe.
--Bob Marley--

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

Re: ut4_poland_a1

Postby Delirium » Sun Oct 09, 2011 6:54 pm

A lot of your steps seem quite unnatural and narrow, extend the length of them to 8x16 units rather than 8x8 units.

You need to clip off small brushes on the walls to stop snagging.

Here's what I propose for the layout.
New section in green. Red sections are blocked off for TS/BOMB and the bomb spots where the X's are. This extended layout would make TS a lot better and CTF less predictable
Attachments
shot0008.jpg
Image

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Skob
Posts: 12
Joined: Sun Sep 25, 2011 9:44 am

Re: ut4_poland_a1

Postby Skob » Sun Oct 09, 2011 6:58 pm

Really nice job, i love it !

Just some bugs (double textures) and double brushs. I think this is a great map for the competition. n1.

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

Re: ut4_poland_a1

Postby bludshot » Sun Oct 09, 2011 11:10 pm

First of all, cool map! It's looking good.

Now to the constructive critique :)

I feel like there is a spawn camping problem on this map. Both sides have the same issue. From 1 decently protected spot (one side has a giant pillar, the other side has arch pillars) a player can see and cover both exits from the spawn.

If you compare this spawn to Casa's blue spawn, it's similar in that it's a back hall/room with exits on the 2 ends. But because of the layout, Casa's blue spawn doesn't have the same spawn camping problem. You can't see both exits from the same protected spot. Or if you look at the red spawn on Village2, it's similar but again you can't see both exits easily from 1 safe spot.

Off the top of my head I don't have a solution for this, but maybe move the left side hall so it exits further out, or add a 3rd exit? Idk.

Also, both sides have a shot that goes into the spawn (see screenshots). It's unlikely that this is desirable, because then people will get cheaply killed trying to leave the spawn.

I think the arguing mob sound is going to be far too annoying. At least in Casa it's sort of off in a corner so you don't hear it too much. But here it's right in the middle of the map and seems louder.

Here is a zip file http://terr0ristas.tk/images/ftwmapping/poland.zip full of screenshots with chat notes in them. Mostly it's Z-fights and other observations, but also a couple notes about architecture and the spawn thing. Plus a couple ideas for changes which are:

Image

Image

MajkiFajki

Re: ut4_poland_a1

Postby MajkiFajki » Mon Oct 10, 2011 8:43 am

Dear Blusdshot

Thank You for You time. Most of the silly bugs I'm aware of, gonna be fixed. Rest of the suggestions is golden.

Del
Like we spoke on IRC - I'm going to extend my town :)

MajkiFajki

Re: ut4_poland_b2

Postby MajkiFajki » Tue Oct 18, 2011 11:15 pm

b2 released

See 1st post.

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Rayne
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Re: ut4_poland_b2

Postby Rayne » Wed Oct 19, 2011 4:59 am

Hey BludShoT when did you join pnk.

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

Re: ut4_poland_b2

Postby bludshot » Wed Oct 19, 2011 9:17 pm

Rather off topic, but something like 8 months ago

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Rayne
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Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: ut4_poland_b2

Postby Rayne » Wed Oct 19, 2011 10:36 pm

It's one of my hidden talents :D


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