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[RELEASED] The Vale: Evelyn [UT]

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User avatar salsaSkaarj
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Subject: Re: [RELEASED] The Vale: Evelyn [UT]

Post Posted: 30 Jun 2020, 02:04

And ... played on Unreal difficulty.
Progress to the Boss fight was slow and the foreknowledge was very useful if not essential. I took savegames at the beginning of each new section just in case (4 in total I think) but ended up not needing them (Interloper experience with finding safe return points and efficient ammo use were essential). Reached the Boss area with almost full armour and ammo, used the sniper rifle to locate key ammo to pick if necessary, entered, triggered the Boss and hastily scrambled up the elevated sidewalk where I could sidestep the incoming stream of projectiles and keep the Boss on the lower level while sniping and DP-ing the vermin. If the player goes past halfway that elevated ledge, the AI of the enemy makes them try to get near the player instead of following the path the player took. Once those lesser evils are history (it does take long), rockets and blades followed up with flak from nearer make short work of the Boss.
Actually replay value of that Boss fight is lower than that of the journey to the boss area.
Still, I wouldn't recommend playing this on Unreal difficulty on the first try. Without the foreknowledge there's no way I could reach the end of the map without dying (you really don't want to be caught unaware by the gunners with rockets and snipers).

User avatar fashahhh
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Subject: Re: [RELEASED] The Vale: Evelyn [UT]

Post Posted: 30 Jun 2020, 08:17

Semfry wrote:In the basement at the Nali village there are also some boxes you can get stuck behind (damage boosting aside), it's pretty easy to find so probably doesn't need images.


Argh! I thought I'd found everywhere the player could get stuck. At least you can Alt-fire the DP to get out for now.

Semfry wrote:the ending felt a little abrupt, and it felt like there should have been a small escape sequence or something, especially as the level loops back near to the start anyway.


It was difficult as I didn't want a cheesy or badly done ending scene plus I'm not a fan of how Unreal handles cutscenes. As the player has cleared the area and you can both escape, I wanted to leave it up to the players imagination on what happens next.

Semfry wrote:I didn't find it especially tough on Unreal...


I hope in it originally being too hard I didn't make it too easy on Unreal now?

Semfry wrote:(although the stealth enemies in open areas that make them visable way before they're a danger felt a little odd).


I was hoping that the player would be preoccupied searching the bottom of the canyon rather than notice them right away. I couldn't have any enemies in plain sight from the top as they would be easy to pick off in the distance.

salsaSkaarj wrote:If the player goes past halfway that elevated ledge, the AI of the enemy makes them try to get near the player instead of following the path the player took.


Hmmm I didn't actually think of this. Looks like I may do a small update in the weekend to correct a few issues. I also noticed some enemies are triggering before they are supposed too, the final Behemoth comes to mind.

User avatar salsaSkaarj
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Subject: Re: [RELEASED] The Vale: Evelyn [UT]

Post Posted: 05 Jul 2020, 23:56

fashahhh wrote:
Semfry wrote:(although the stealth enemies in open areas that make them visable way before they're a danger felt a little odd).


I was hoping that the player would be preoccupied searching the bottom of the canyon rather than notice them right away. I couldn't have any enemies in plain sight from the top as they would be easy to pick off in the distance.

I didn't notice them right away but after their first shot, it's just a matter of moving backwards up the slope. So once your near the bridge you may get some damage from their first attack and going head on is asking for trouble but retreating allows the player to finish them off from far.

fashahhh wrote:
salsaSkaarj wrote:If the player goes past halfway that elevated ledge, the AI of the enemy makes them try to get near the player instead of following the path the player took.

Hmmm I didn't actually think of this. Looks like I may do a small update in the weekend to correct a few issues. I also noticed some enemies are triggering before they are supposed too, the final Behemoth comes to mind.

Replayed the Boss area for testing purposes and apparently they do try to follow the player but get caught on the geometry preventing them to get up the sloping ledge.
I think that even should they be able to follow the player up the ledge, the ledge is wide enough for the player to sidestep their fire and hold them back with flac, rockets and ASMD.
Basically what makes the Boss fight easier than it should be is the fact that when he's triggered there's nothing preventing the player making an immediate run for the ledge.

User avatar fashahhh
Skaarj Warrior Skaarj Warrior
Posts: 76
Joined: 09 Dec 2007, 14:47

Subject: Re: [RELEASED] The Vale: Evelyn [UT]

Post Posted: 06 Jul 2020, 18:36

salsaSkaarj wrote:Replayed the Boss area for testing purposes and apparently they do try to follow the player but get caught on the geometry preventing them to get up the sloping ledge.
I think that even should they be able to follow the player up the ledge, the ledge is wide enough for the player to sidestep their fire and hold them back with flac, rockets and ASMD.
Basically what makes the Boss fight easier than it should be is the fact that when he's triggered there's nothing preventing the player making an immediate run for the ledge.


I've been testing the final area, there simply aren't enough pathnodes on the slope itself. However I'm working on a small update to address the following:

- Pathing of the boss battle.
- Enemies at the other end of the level prematurely triggering when they're not supposed to causing issues with triggering other enemies later and in some cases even in-fighting (between Brutes & Skaarj) before the player has reached them.
- Enemies jumping/dodging off the cliff after the fort and getting stuck at the bottom and not path finding back to the main path.
- Player can get stuck behind crates in the first house basement area.

User avatar Jblade
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Subject: Re: [RELEASED] The Vale: Evelyn [UT]

Post Posted: 09 Jul 2020, 09:15

Just played this, really loved every second of it - the variety of areas, the environmental story telling, how well connected the level is, the exploration...just about everything about it. I was always sad that Unreal modding kind of dried up so seeing a release like this really cheers me up. Thanks for putting in the hard work and care into this, and making 2020 a bit more tolerable to get through.

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