DoctorAnubis Posted March 22, 2016 Share Posted March 22, 2016 (edited) Edited April 9, 2019 by DoctorAnubis 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted March 22, 2016 Totem Arts Staff Share Posted March 22, 2016 Do you wanna research about Bali as reference for the map? It's called 'Paradise' after all Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 22, 2016 Share Posted March 22, 2016 Very cool, as for the landscape, check this out; http://worldofleveldesign.com/categorie ... filter.php Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 24, 2016 Author Share Posted March 24, 2016 (edited) The map is coming along, some really cool and sneaky areas have been created and look like they will work well. Does anybody know of a way to force first person view in certain areas of the map, within a volume perhaps? Tunnels are an important area of the map, this one holds a purchase terminal Edited March 24, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 24, 2016 Totem Arts Staff Share Posted March 24, 2016 Oooh I like this. Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 24, 2016 Share Posted March 24, 2016 Will there be a cocktail bar ? Quote Link to comment Share on other sites More sharing options...
j0g32 Posted March 24, 2016 Share Posted March 24, 2016 looks great, I like the rock material ! Just one thing: if you were in a hurry and grab your gun from the rack, you wouldn't like to fiddle around with your brotherhood banner... Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 27, 2016 Author Share Posted March 27, 2016 Updated beach area with bar. Tempted to have a little music played here. 1 Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 27, 2016 Share Posted March 27, 2016 This sounds similar in gameplay to a map I had planned, and entirely different in design. By which I mean to say, I am excited for this map and expect it to play out fantastically because I love maps with Adv. Base Defenses that are strong but not overlord. Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 27, 2016 Author Share Posted March 27, 2016 Just done some beautiful things to the Nod Airstrip Tower, including a working lift, a ladder, additional cover and a defence turret. Really need to know of a way to force first person view in certain areas, if anybody can help let me know please Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 29, 2016 Author Share Posted March 29, 2016 Here is the problem I am having, 3rd person in the tunnels causes you to see into the mountain. Is there any known fix, force 1st person? https://www.youtube.com/watch?v=dFXpwZK1aL0 https://www.youtube.com/watch?v=dFXpwZK1aL0 Quote Link to comment Share on other sites More sharing options...
rocky44r Posted March 29, 2016 Share Posted March 29, 2016 why not make the tunnel a little bigger so the camera does not go out of bounds? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 29, 2016 Share Posted March 29, 2016 why not make the tunnel a little bigger so the camera does not go out of bounds? Either this or add a blockingvolume above the tunnel so the camera gets blocked. Quote Link to comment Share on other sites More sharing options...
rocky44r Posted March 29, 2016 Share Posted March 29, 2016 Either this or add a blockingvolume above the tunnel so the camera gets blocked. yeah but this usually creates very strange camera angles, where you can't see shit... would force the player to go first person... it is a little bit annoying and new players maybe don't know how to change to first person... Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 30, 2016 Author Share Posted March 30, 2016 For some reason when I build lighting my refinerys produce this result. Every other building is fine. My refinerys are rotated to a 45 degree angle, would that be what causes it? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 30, 2016 Totem Arts Staff Share Posted March 30, 2016 Try to put a Precomputed Visiblity volume around the map and do some settings in the world properties Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 30, 2016 Share Posted March 30, 2016 Try to delete and re add maybe? Have you got a pointlight that went mad somewhere nearby? Quote Link to comment Share on other sites More sharing options...
rocky44r Posted March 30, 2016 Share Posted March 30, 2016 wow i like the WF with that ramp near the water... just check that noone can go on top of WF and place a nuke ^^ Quote Link to comment Share on other sites More sharing options...
Bananas Posted March 30, 2016 Share Posted March 30, 2016 Make sure the volumes are correct on the refinery aka delete and readd. I know if you use the undo building on the prefabs, they tend to bug out in my experience. Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 30, 2016 Author Share Posted March 30, 2016 Thanks for the suggestions about the refinery fix guys, I will have a go at sorting out those a bit later and let you know when they are working @rocky44r I actually do want the roof accessible. I have been playing around with a few of the structures to make them more unique for the map. Trying to keep things balanced in terms of mines too, HON on my map only uses one door for example. On these two images I've marked the potential mining areas. Weapons Factory has one main entrance and a ladder to access the roof/rear. An area of containers next to it balances that the Airstrip can be easily attacked due to it's size with beacons. 1 Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 31, 2016 Author Share Posted March 31, 2016 Started on the jungle/volcano Vehicle and Infantry alternate route. There's a silo half way...of course. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 31, 2016 Totem Arts Staff Share Posted March 31, 2016 Started on the jungle/volcano Vehicle and Infantry alternate route. There's a silo half way...of course.[attachment=0]jungle.jpg[/attachment] Looking good Hint: use foliage for bushes, grass. And put it near tree's. Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 31, 2016 Share Posted March 31, 2016 Nice nice, also the volcano and the cranes, good work. Not sure what you are doing with the airstrip, the sandbags are for defence or cover when sneaking in? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted March 31, 2016 Totem Arts Staff Share Posted March 31, 2016 I also noticed that on the screens some of the rocks are not rotated. Please do that Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 31, 2016 Author Share Posted March 31, 2016 Nice nice, also the volcano and the cranes, good work. Not sure what you are doing with the airstrip, the sandbags are for defence or cover when sneaking in? Thanks. A bit of both with the sandbags, they aid jumping through the tower window and provide cover. I'm currently having trouble with the palm trees from 'Islands', they seem to only be affected by wind on 'Islands' and when I place them onto my map they don't move. I have a working 'winddirectionalsource' which works on every other tree. I've even tried copying them straight from 'Islands' into my map, but they still lose the wind animation. Anyone else encountered this or know why this is? Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 31, 2016 Share Posted March 31, 2016 Put a WindActor in your map (content browser > Actor classes > Wind Actor) Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 31, 2016 Share Posted March 31, 2016 Put a WindActor in your map (content browser > Actor classes > Wind Actor) Ruud should be promoted as the new SDK guru! Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted March 31, 2016 Author Share Posted March 31, 2016 Put a WindActor in your map (content browser > Actor classes > Wind Actor) Are you referring to the WindDirectionalSource and WindPointSource? I have tried both of those, they affect everything apart from the tropical trees Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted March 31, 2016 Totem Arts Staff Share Posted March 31, 2016 if winds dont effect the tree frons the material most probably isnt set up with wind offset Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 1, 2016 Share Posted April 1, 2016 if winds dont effect the tree frons the material most probably isnt set up with wind offset this. You can study the proper tree material that moves and compare that to the tropical tree material so you can rebuild your own material for the tropical tree Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 2, 2016 Author Share Posted April 2, 2016 if winds dont effect the tree frons the material most probably isnt set up with wind offset this. You can study the proper tree material that moves and compare that to the tropical tree material so you can rebuild your own material for the tropical tree Thanks gents, I will have a dig around Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 4, 2016 Author Share Posted April 4, 2016 Got the Silo placed half way up the volcano with plenty of room to fall into lava Quote Link to comment Share on other sites More sharing options...
Henk Posted April 4, 2016 Share Posted April 4, 2016 Really nice! I like how colourful everything is. You could vertex paint those rocks so the parts near the lava are glowing or are darker. And I don't know how the map layout is, but what would be cool is if you'd animate a boat that comes by once every x minutes. That's just an idea I had for a waterside map I was making once (but quit). Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 4, 2016 Author Share Posted April 4, 2016 Really nice! I like how colourful everything is.You could vertex paint those rocks so the parts near the lava are glowing or are darker. And I don't know how the map layout is, but what would be cool is if you'd animate a boat that comes by once every x minutes. That's just an idea I had for a waterside map I was making once (but quit). Thank you. Ah vertex paint sounds fun, not used that before, it's my first time on unreal apart from the additions I made to Hourglass. Sounds like vertex paint will make the volcano look a lot less shit lol. So I can paint dark and light marks onto each rock? Good idea with the boat, I may include that as a nice little detail. I've currently got McFarland walking around the Nod beach bar pretending to serve drinks while chatting smack lol, I'm assuming his quotes are from the single player thing, it works really well Might have a gym on GDIs beach, or leave it empty as the GDI scum deserve. The map is pretty much perfectly symmetrical, so I have to do a few things to differentiate the sides. Trying to locate a fair position for the communications center is going to prove difficult as I don't want it on the same path as the silo, I will have to work some magic there. From doing playthroughs in my mind I see this map will only work well with large teams as the buildings are scattered about the same distances as Goldrush. There are 2 vehicle paths into the refinery/vehicle base and 1into the Guard Tower/infantry base. Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 5, 2016 Author Share Posted April 5, 2016 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 5, 2016 Totem Arts Staff Share Posted April 5, 2016 [attachment=0]vechileunderpass.jpg[/attachment] Awesome! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 6, 2016 Totem Arts Staff Share Posted April 6, 2016 .. mmmmmm lava about time some one made a volcanic map.... looks cool... any chance of a birds eye view.? Quote Link to comment Share on other sites More sharing options...
Ryz Posted April 6, 2016 Share Posted April 6, 2016 about time some one made a volcanic map There is one Volcano, you made it yourself Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 6, 2016 Totem Arts Staff Share Posted April 6, 2016 about time some one made a volcanic map There is one Volcano, you made it yourself never knew that ........ shhh but there is actuly 2 volcano's one on volcano its self and one in another map ... but thats not the point .... what i should of said is ..... about time some one out side of the dev team made a volcanic map but any way its looking sexie as ... hope it playes as well as it looks Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 6, 2016 Author Share Posted April 6, 2016 about time some one made a volcanic map There is one Volcano, you made it yourself never knew that ........ shhh but there is actuly 2 volcano's one on volcano its self and one in another map ... but thats not the point .... what i should of said is ..... about time some one out side of the dev team made a volcanic map but any way its looking sexie as ... hope it playes as well as it looks Thanks Kenz yes I assumed the lava materials were your handiwork, they look great. I found an arched bridge static mesh in the volcano package which looked perfect on my map, for some reason when I build lighting however the top of it turns jet black, possibly because parts of it go into the landscape. I too am hoping it plays out well, there's a lot of things that haven't been done before in terms of the bases so we will see how that plays out. I will do a top down view when I get home Quote Link to comment Share on other sites More sharing options...
Ryz Posted April 7, 2016 Share Posted April 7, 2016 Nevertheless. Compliments for both Kenz and Doctor Anubus! Let it burn! Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 10, 2016 Author Share Posted April 10, 2016 Here is the original plan, which has changed a fair bit Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 10, 2016 Author Share Posted April 10, 2016 Pretty much finished GDI Base now, this is looking in from the volcano route Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 10, 2016 Author Share Posted April 10, 2016 This is the main infantry high route, where you head across a rope bridge towards the GDI Tunnel Systems, typical location for the mystery box. Below this is a cave which is the vehicle path. Vehicles can go either left or right to access different parts of the base. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 11, 2016 Share Posted April 11, 2016 Awesome dude, well done! Can't wait for the first release. Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 18, 2016 Author Share Posted April 18, 2016 Oh no. Every time I build lighting, every single object on the map draws terrible shadows. The trees, rocks, fences, everything. Some shadows are so bad that they don't even connect to the objects. Where have I gone so terribly wrong? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 19, 2016 Totem Arts Staff Share Posted April 19, 2016 cascading shadow settings in the main light you use (domenent directinal light?) Quote Link to comment Share on other sites More sharing options...
DoctorAnubis Posted April 19, 2016 Author Share Posted April 19, 2016 cascading shadow settings in the main light you use (domenent directinal light?) Thanks Kenz that's the one. So now when the camera is close it starts drawing decent shadows. What's a sensible number here, does this number set the distance which they are rendered. I would love to crank it right up. Quote Link to comment Share on other sites More sharing options...
Henk Posted April 19, 2016 Share Posted April 19, 2016 You need to keep performance in mind, you probably can't crank it up all the way to 100.000 or something like that. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted April 19, 2016 Totem Arts Staff Share Posted April 19, 2016 Have mercy on those with lower specs Quote Link to comment Share on other sites More sharing options...
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