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BANGER Rate Topic: -----

ut4_banger_b5

#11 User is offline   Biddle Icon

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Posted 23 November 2015 - 06:29 PM

The map actually looks great Fleuv!
The Layout is interesting.

Just make it better looking with more map objects and details and you can hit the bell :)

#12 User is offline   killspree Icon

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Posted 23 November 2015 - 11:25 PM

Hi fleuv,

Good map nice vis blocking, low tris high fps.

Perhaps the spawn need to be a bit bigger or have separate area like abbey with 3 exits.

The flag need to have a separate are and not inside the spawn & keep it coming!

Greetsz,

This post has been edited by killspree: 23 November 2015 - 11:26 PM


#13 User is offline   Fleuv Icon

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Posted 23 November 2015 - 11:46 PM

View Postkillspree, on 23 November 2015 - 05:07 PM, said:

Hi fleuv,

The page doesn't exist error, I hope you can fix it because the map looks nice!

Greetsz,


Haha wauw, what a mistake. I copied the old b3 download link and forgot to replace the 3 with a 4. Excuses, it probably was a bit to late. :tongue:

The link should work fine now.

PS: also check out my first post for the download link.


View PostBiddle, on 23 November 2015 - 06:29 PM, said:

The map actually looks great Fleuv!
The Layout is interesting.

Just make it better looking with more map objects and details and you can hit the bell :)


I definitely agree, unfortunately there is a lack of map objects for Radiant. I probably will have to take the intuitive to create some simple map objects by myself. But yes, when the community is okay with the layout for the map. Then I will focus on improving the details, lighting, texturing and the conform of playing the map.

A little bit more about the layout, in previous betas the spawns were totally different. From the perspective of the minimap you had a spawn left and right. Now it's the opposite, on the top of the minimap you got the red spawns and at the bottom the blue spawns. I did this because the map got extended in it's height. The reason why I made the extension like this, is because all routes will take about the same time to get from the top to the bottom and vice versa. From an abstract view the layout is actually quiet similar to the one of the well known map tohunga. My question is, in what way is this layout going to be played. For example Turnpike has a circular layout, where you can circle around the outer route in just a few seconds. Casa is barrier based, what I mean with that is that on spawn you move out to a certain point (the barrier) because the enemy is on the other side of the barrier. So which one will it be or will it contain a little bit of both?
~ Cheers

xF.

#14 User is offline   killspree Icon

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Posted 24 November 2015 - 12:58 AM

Your map looks more like tp, you also have some indoor spots.

If you look at casa or abbey there are spawn area's and from there each sides have 3 options to enter the left mid and right area's of the map.

Some maps are even more tunnels based but about 3 routes each leading to a area for example the flag is good.

This post has been edited by killspree: 24 November 2015 - 12:59 AM


#15 User is offline   Biddle Icon

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Posted 24 November 2015 - 03:26 PM

Barrier layout is more for TS.

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#16 User is offline   killspree Icon

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Posted 24 November 2015 - 04:55 PM

View PostFleuv, on 23 November 2015 - 11:46 PM, said:

I definitely agree, unfortunately there is a lack of map objects for Radiant. I probably will have to take the intuitive to create some simple map objects by myself. But yes, when the community is okay with the layout for the map. Then I will focus on improving the details, lighting, texturing and the conform of playing the map.


On the bottom of his post are some models I found while mapping i've learned modeling in blender for the last year I can help you out but I suspect your doing fine by the looks of it.

http://kutclan.forum...?pid=1287047788

Good job!

#17 User is offline   Fleuv Icon

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Posted 21 March 2016 - 12:45 AM

Released beta 5, sorry guys but it's to late for a slideshow but you can have a look at the map yourself by downloading the map here.

Improvements
  • Extended the map with one new big route.
  • Updated the warehouse.
  • Moved red spawns.
  • Moved red and blue flag.
  • Moved bomb spots.
  • Changed location names.
  • A slower quickest cap time (7 sec for both sides).


Todo
  • Art gallery; door is to high.
  • Art gallery; glass is to clear.
  • Engine room doesn't have an engine!?
  • The texturing job has to improve.
  • Primrose Lane is to empty (some parts of the map are missing detail).
  • Some walls are missing on clip what makes it though to walljump.
  • Fire escape plateau is blocking wall jumps below it.
  • Unable to grab the fire escape plateau at the railing.
  • Sometimes a player climbing the ladder of the fire escape plateau gets blocked at the end.
  • Icy rooftop at the Road entry gate post.
  • Add a new route from Evelyn alley to Student resident.
  • The lights and shadows are not pretty enough.
  • Rename location name Container to Truck
  • The fence at the truck needs some proper clipping.
  • Make it more difficult to nade or shoot through the fence at the truck.


Looking forward to start working on beta 6. Slowly moving forward to the first stable release, currently I'm expecting to release the map somewhere after beta 8.
~ Cheers

xF.

#18 User is offline   travmon Icon

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Posted 21 March 2016 - 06:34 PM

Nice map, I added it to a FFA cycle, see how it goes :)

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