Atop #1366
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Next version redoes some of the textures in outdoor areas and will fix the lack of detail on towers. In addition the unnecessary clip volumes surrounding the map were removed, given the player can't jump past the death volume at the bottom and even if they could the engine automatically kills players that reach below height 0 so there's no risk of falling endlessly: You can now parkour on the giant floating sign which you can in fact jump to... there isn't practically much of a point but hey you can! Will wait for more feedback before posting a new revision in case I should fix any other issues anyone finds. If everything else is good the next version may be the final one. Here's some shots of the new texturing, may still be subject to change. |
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Played a few more local matches and couldn't find any obvious remaining issues, so here's r1253 which is hopefully the final one. In addition to the things mentioned above and a few misc fixes, I did a last minute change to the clouds so they're drawn in the world rather than the skybox which I didn't know you could do, the layers now appear in between buildings which looks a lot more awesome. Please test and let me know if it plays smoothly. Unless it's important I'm probably not making further changes to this one for now. If no issues are found my goal is to get this in as an official map as the other maps I plan on making. |
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Definitely sounds like I'll need to make a new revision, will keep this open to remember. Thanks for adding it in the meantime: In my tests it plays well so at least in the basics I'm not concerned. Yes the death material should be removed at this point, I added it because the death height was hardcoded at 0 which was too low and the player would get bored falling, with this change I can get rid of it... can you customize the obituary message for it though? I like how some of the decals use the normal map of the texture they're on, makes them feel like stickers glued onto the surface... some I could make smaller so I don't overdo it I guess. Spectator cameras not sure how much I'll change now, but I see what you mean and should especially keep this in mind for the future. And yeah I made a mistake building so close to the top limit of the map, initially I thought it only mattered in that you can't place entities outside before discovering the additional despawn issues... don't wanna resize so instead I might lower the towers slightly so it's not such a problem. |
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r1348, please update with this in development: Fixes the issues mentioned above and other oversights, less for envmap and camera rails which I looked at but didn't feel I could improve further. The giant antenna has been moved and will no longer pop out of existence if seen from the wrong angle, several lights were made static and / or noshadows which should improve performance. In addition I set a proper skybox behind the atmosphere for yet more detail! |
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r1357: Mainly fixed the brightness as it was annoyingly dark especially during night time. Edited to include further fixes, please download the latest version from this post again. |
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Sorry for the delay in getting this up to date. I have now submitted r1473 which includes the fixes suggested by @dc-de with better lighting and minor design changes and more. Please update the version in Git master so others can try out the new modifications. |
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Submitted r1953 hotfix: Improves navigation in a several areas... notably replaced the large ship on the tower with a smaller one to free up its helipad, some clutter was optimized to further reduce annoyances you could bump into. A few issues that weren't caught last time were otherwise addressed. Minor visual and texturing updates. |
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r1997 is out: Added the Corroder weapon, low gravity in the exterior area, various small fixes. |
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My first ever map for RedEclipse. Not fully satisfied with a few things and mistakes that may have been made, but for a one week project I'm definitely happy with the end result, especially when you consider how 10 days ago I still had no idea how the editor works and was learning how you drag those cubes around.
This is a medium sized urban map where the action takes place atop three tall buildings with helipads. It was inspired by UT's Morpheus though is structurally quite different, and probably the first low gravity map made for RE. I tried going for a lot of detail and seeing what the engine can do, might have pushed a few limits and some breakage is possible.
My goal is to get the map included but it's likely not there just yet. Please test it and let me know what you think or what issues you find. Only explicit problem I'm aware of is that jump pads will sometimes launch bots in a different direction, I can't replicate this as a player so no idea. I'm a bit worn out after working so much on this, and since I'm technically still a beginner I wouldn't mind if someone else wants to add anything and help finish things up, though I'd be happy if the basics and stuff like the environment was left as is since I tried hard to get the shadows and such to line up right and look awesome. Here are a few screenshots and the zip for the latest version.
atop_r1997.zip
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