Author: Paul "fashahhh" Frechette
From: The Vale: Evelyn
Filename: SP-Vale_Evelyn.unr




Video Playthroughs:
Synopsis: The search for your kidnapped partner leads you to this vale...
Discuss!
Moderators: Semfry, Sat42, Jigoku, UB_
Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Waffnuffly wrote: It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
It was a bit of a mare trying to get it all aligned, I had to do numerous lengthy rebuilds rotating the terrain and aligning to floor. In the end I was in fact really pleased with the results. I thought Mcfarrells textures really take to the sunlight well as they are brighter than the stock Unreal ones.Aspide wrote: -The terrain's textures look a little off to me, I don't know if it's the alignment or the scaling.
I agree, as the map is essentially meant to be a mini campaign in one map I really wanted a challenge in this section. I initially had the Boss fight much more difficult on Unreal difficulty as he could move whilst firing the alt Razorjack ammo and I found him impossible (with my skills) to kill. Maybe I should have kept him like thatAspide wrote: -This level isn't that hard in Unreal difficulty but there's an insane difficulty spike when you are ambushed when you get the Eightball, the rest of the map is super easy compared to that section.
It's a mixture of the water lighting effect & transparent water. As it isn't noticeable as such on the initial boat ride I let it slide. I know that when you swim back out to the invisible barrier and look back it can get choppy. I really wanted the visuals in this area so had to sacrifice a framerate drop in this instance.Aspide wrote: -The FPS are terrible at the beginning especially when you look at the tower with the Krall at the top. I don't know what's causing the problem but changing the water to non-translucent improves the situation. I wish I could experiment more but I can't rebuild geometry because the map reaches the node limit.
The difficulty that I always intended and envisaged was Hard difficulty. I always found Brutes super easy so wanted them to pose much more of a danger and have the player in some parts have a bit more of a cautious tactical approach particularly in confined areas. The enemies on hard don't have increased health other than the Boss.Aspide wrote: -Difficulty filtering is very annoying because enemies are replaced with enemies with more health, so this means enemies become bullet sponges to an unhealthy degree. Also secret pickups have less charge in higher difficulties, this is a bad idea since in these difficulties you really need more protection because you receive more damage. I would have prefer if this map didn't had filtering.
I agree, in honesty I haven't really used this before. I'll look into on my other maps.Aspide wrote:-No use of OddsOfAppearing, it would have added more replay value.
I made alterations to the original Frieza Vale track which originally had 2 sections. The first I toned down a bit as it was much more upbeat and didn't quite fit. I probably should have used the second section of the track for when you leave the fort but thought it worked well enough. I just didn't want too many different tracks in case it all seemed incoherent.Aspide wrote:-The music is good however I don't like how songs are used more than once, I would have prefer if the The_Vale song was replaced with another song the second time it plays and Icy-1 was used only in the final boss.
Ha yes it was a pain sorting this. My skills on activating / triggering movers is still not great. I think it worked ok in the end but wasn't ideal.Aspide wrote:-The lift to reach the castle is ReturnWhenEncroach which can cause the lift to return halfway through its journey.
Yes UT doesn't keep the transparent state when they die. Unfortunately I've never dealt with scripting but I think the 227 version retains the transparent state.Aspide wrote:-The invisible Skaarj's carcasses don't have the same effect as when they are alive, this could have been fixed with some scripting.
There is a secret minigun earlier on if anyone has found it? (no cheating)Aspide wrote:-The Minigun uses different ammunition but in my opinion it doesn't affect the game that much, by the time you get the minigun you will most likely have plenty of ammunition so the new Minigun feels redundant, also this new weapon uses ammunition in the wrong ammo slot.
I agree co-op is rather rough around the edges. It wasn't at all supported in the 1.0 version however in 1.1 onwards it is but very limited. I simply added a few more pickups, player starts, an invisible activatable trigger to the cable car and teleport into the final arena. I was never really my intension to have co-op but it was requested from a few people so I added it with my limited co-op skills.Aspide wrote:-Also I haven't tested the map in Coop but I get the feeling that this map wouldn't work very well there, the map has almost no Coop filtering and there are no checkpoints so that means if you die you have to respawn at the beginning of the map.
Cheers Aspide I may take you up on that once my SL maps are done. A final final patch ha ha.Aspide wrote:thanks fashahhh for the comments, if you want to release a new patch for this map I could help you, I have plenty of experience with custom scripting and fixing issues in Coop.
Thanks ebd. There should be enough ammo, you just have to search for itebd wrote:It did feel like there wasn't nearly enough ammo for the amount of enemies, and it seemed better to run past enemies whenever possible, which I think is a really tough problem to solve with Unreal's stock enemies in general without making closed-off combat arenas.
ebd wrote:Video will come later, maybe in the morning. It's nearly an hour of raw footage and I don't want to edit it tonight.
just barely in time, here it is:fashahhh wrote:Look forward to seeing this.
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