[WIP] Fortification Contest Level - Blackspire - ALPHA on Steam Workshop



  • Hey hey hey, new sreenshots above, now doing the scripting part.



  • Alpha version is rdy for download

    Click here



  • wooow

    look very original and nice

    keep up with hard work :-)



  • Thanks, I’ll need some feedback though, so I can fix all mistakes, I’m pretty sure there will be some.



  • Lighting looks pretty neat.

    A different look for sure and I’ll be trying it out later on.

    Also, does the death match you mentioned mean FFA (Free for all) or ?



  • Yeah, FFA is ready, team deathmatch is rdy as well. I just need to see if map works properly so I can bake out lighting and make changes straight away.

    Thanks for the post, it also has dynamic lighting in the sky.



  • Hello, everyone!

    I made a short video of the map and included it in my showreel.

    It’s first half a minute or so, u can watch on youtube.



  • Looks unique, different take on the art. I like it.

    Looks a bit dark though and don’t know if the most important part of the map will work out, the gameplay that ties in with the map layout.

    Good luck, I always appreciate unique looking maps.



  • Thank u so much for the comments )



  • Hey guys! I made a beta + now it supports Team Deathmatch and Free For All.

    • Lot’s of things are fixed, check the steam workshop for more details.


  • Okay, final version is uploaded, thanks everyone for comments!



  • Map: BlackSpire

    Visual: unique but for the most part but distracting and buggy.

    http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00018_zps920d5389.jpg
    (weird black boxes followed players around+ green and blue light colors)

    http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00021_zps55b06e5f.jpg
    Purple walls

    Balance [Offense]:

    Map got switched before game ended. Offense side started really far away from the first objective, requiring a run time of ~2min. Archers could shoot at offense spawn on the first 2 objectives.
    Bugs:

    Bug: Can get out of the map.

    http://i1148.photobucket.com/albums/o577/amishinsurgent/2014-07-04_00021_zps55b06e5f.jpg

    Opinion: Needs a ton of work.



  • I tested the map, objectives work fine. Spawn points work fine.

    Bug: a little bit more explanation would be nice. Cuz it worked fine for me.



  • a few things, it would be nice to see the water flow towards the waterfall, its a bit dark and there seems to be lighting issues, I have also played the map twice now and both times the king doesn’t spawn it says kill the king but agatha just wins immediately.

    I would highly suggest changing the staircase as well it takes far too long to get back up to the top if you get killed also archers can shoot mason spawn which is not good some archer cover would be a nice addition or have them no way to shoot straight down?



  • MAP FEEDBACK:

    map looks cool overall so the environment has nice feel to it.

    The first and 2nd objectives go by REALLY fast, you can definitely miss it if you’re not quick. May be too easy or something but they went by very quickly.

    THe caputre and hold objectives (3rd and 4th) have a really long run to get to them, and the timing may be off a bit for them because even if you get to the signal fire quickly, then the agathians have to defend and there’s hardly or no time added to the clock for this. The signal fire burns quickly which seems to compensate a bit, but i don’t think enough since mason will camp up there and agatha has SUCH a long run to get up there. I think when we played they only had just over 3 minutes to climb the hill, take out whoever is nearby while lighting the fire and burning it down. Seems a little off balance wise.

    The final objective with the king we just noticed some weird dark shadow that follows players around, it’s a pretty large black shadow. Other than that i THINK the objective worked… our king died somehow but i didn’t see it. Pretty interesting though.

    I think the map overall is good, looks cool and has decent objectives… the timing on them could be altered a bit for balanced but overall everything seemed to work, we noticed some stuck spots here and there, and you can definitely walk through walls even so to get out of the map. It needs work but it’s a good start, i’d say its a bit off from a complete map, still feels beta in comparison to some of the more polished maps.


  • Developer

    re: “lighting” bug (ie things appear black up close), I don’t really understand why or how but it’s actually your textures. Maybe you have a different hardware setup than most people and don’t see it. In any case it looks like if you change all your textures’ filtering to nearest rather than linear the problem goes away.



  • @Tyler:

    re: “lighting” bug (ie things appear black up close), I don’t really understand why or how but it’s actually your textures. Maybe you have a different hardware setup than most people and don’t see it. In any case it looks like if you change all your textures’ filtering to nearest rather than linear the problem goes away.

    Its either that or a bug with the cook. When i cook Irilla a similar problem exists, black blob that follows players and walls get black when you get close to them, turns out its somehow connected with ambient occlusion. However, luckily its just a bug on my hardware setup and only appears after cooking, when my mates cook it it all works just fine.



  • Ambient occlusion error with lighting (aka the black blob) This is a very common bug with the UDK, and certain hardware seems to be partly the cause. Tweaking the ambient occlusion settings almost instantly causes this problem on certain level setups and it is partly connected to packages being altered/corrupted and shader conflicts. It’s usually best to not touch it if you’re not sure what settings you should be using for it.

    A fix for this is to do a cache check and let Steam re-download any files for Chivalry that don’t match up to the cache check. Then go and do a full light rebuild with production quality lighting selected. After lighting is done building, do a play in Editor and run around to make sure the black blob isn’t following you around.

    If that doesn’t work, you can try setting the Ambient occlusion settings back to normal, do another cache check and a light build and everything should be back to normal.

    If you’re getting this error and you haven’t touched the AO settings in the world properties, doing a cache check would be your best shot at a fix. Another trick to fixing this is to delete your lightmass volume and create a new one, and then do a light build with that. It’s safe to use multiple lightmass volumes if you must, but one that fits your playable space is best.



  • Thank you everyone for the feedback. Ill get to work.

    The thing about Agatha wins straight away happens if the there is no Mason team, at least, that’s what I just got. If I spawn as a mason, objective remains and king appears.

    The black blob should be a problem, cuz I don’t really see it anywhere but Ill do my best to fix it.


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