I've played this twice so far and as a mapper there's a few things I have noticed.
- Great map, especially since you're new to the UE engine.
- Lighting is a bit on the dark side for static meshes. The treelines especially look almost black in some places.
- The bushes around the treelines are bulletproof. Turn off their collision completely if they are seperate static meshes. If they are part of the larger treeline mesh turn off collision to that and put in a blocking volume. (checking Arad should explain it better)
- Your decolayer (grass) floats in some places. Go into your Terrain Info Actor and look for a setting called 'DecoLayerOffset' and set that to -10 or so.
- At the last Russian defence line (overlooking the bridge) there is a hole in the terrain. Looks like you meant to put in one of those dugouts but never got the chance to.
- No spawn protection was a problem every round I played. Please make this a priority.
- The Russian tank dugouts are good but they discourage teamwork. If I am driving a KV1 and my gunner wants to go into a dugout I have absolutely nothing to do until he gets killed. Normally I would switch to machine gunner or scan for enemies but in the dugouts I can't do either. I understand they are meant to be hull down positions but this isn't good for gameplay. I suggest lowering the front just enough for the machine gun to hit the ridgeline. You could put a crater in front of the dugout and blow apart a portion of the wall to make it look realistic if you need to.
- Russian trench system is far too dark. I witnessed many players (including myself) get lost even though the layout is not that complicated.
- Personally I would go through each of the spawn locations and rotate the PlayerStarts (Hold Ctrl + RMB) towards the enemy. Sometimes I would spawn up, start running forward, and realize I was going the wrong way.
- First Russian KV1 spawn is a bit misleading because some players do not know you can drive through the trees so they start going off in a different direction. I would delete or knock a few over to make a visual path towards the road leading to the enemy.
- Since tanks cannot go through fences I would really consider knocking most of them over, especially along the main routes.
- Radios are not visible on the map. We had our Squad Leader running around everywhere trying to find a radio one round.
- To keep the performance up use zoning and cull distances for static meshes inside buildings. Some places could really use the detail.
That's all I can remember at this point. This is shaping up to be quite a map and I urge you not to rush to a final version too quickly. There's nothing wrong with releasing a Beta 2 and going to work on your next map. After a month or so of Beta 2 check the comments on the map and if nobody has any real problems with the map release it as a final.
You should hang out in the #RO-LevelDesign IRC channel too. All the cool mappers do it. Oh and finally, add a T60! For variety and coolness. You know you want to.
- Great map, especially since you're new to the UE engine.
- Lighting is a bit on the dark side for static meshes. The treelines especially look almost black in some places.
- The bushes around the treelines are bulletproof. Turn off their collision completely if they are seperate static meshes. If they are part of the larger treeline mesh turn off collision to that and put in a blocking volume. (checking Arad should explain it better)
- Your decolayer (grass) floats in some places. Go into your Terrain Info Actor and look for a setting called 'DecoLayerOffset' and set that to -10 or so.
- At the last Russian defence line (overlooking the bridge) there is a hole in the terrain. Looks like you meant to put in one of those dugouts but never got the chance to.
- No spawn protection was a problem every round I played. Please make this a priority.
- The Russian tank dugouts are good but they discourage teamwork. If I am driving a KV1 and my gunner wants to go into a dugout I have absolutely nothing to do until he gets killed. Normally I would switch to machine gunner or scan for enemies but in the dugouts I can't do either. I understand they are meant to be hull down positions but this isn't good for gameplay. I suggest lowering the front just enough for the machine gun to hit the ridgeline. You could put a crater in front of the dugout and blow apart a portion of the wall to make it look realistic if you need to.
- Russian trench system is far too dark. I witnessed many players (including myself) get lost even though the layout is not that complicated.
- Personally I would go through each of the spawn locations and rotate the PlayerStarts (Hold Ctrl + RMB) towards the enemy. Sometimes I would spawn up, start running forward, and realize I was going the wrong way.
- First Russian KV1 spawn is a bit misleading because some players do not know you can drive through the trees so they start going off in a different direction. I would delete or knock a few over to make a visual path towards the road leading to the enemy.
- Since tanks cannot go through fences I would really consider knocking most of them over, especially along the main routes.
- Radios are not visible on the map. We had our Squad Leader running around everywhere trying to find a radio one round.
- To keep the performance up use zoning and cull distances for static meshes inside buildings. Some places could really use the detail.
That's all I can remember at this point. This is shaping up to be quite a map and I urge you not to rush to a final version too quickly. There's nothing wrong with releasing a Beta 2 and going to work on your next map. After a month or so of Beta 2 check the comments on the map and if nobody has any real problems with the map release it as a final.
You should hang out in the #RO-LevelDesign IRC channel too. All the cool mappers do it. Oh and finally, add a T60! For variety and coolness. You know you want to.
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