Rocket League

Rocket League

Alexey's Compound Alpha
43 Comments
ChrisClears 15 Dec, 2024 @ 9:05am 
Never commented on this but i think this map was the reason I even looked into mapmaking.
EYX 9 Sep, 2024 @ 8:49am 
after all these years this map is still really cool. very dream like
Panic 5 Dec, 2020 @ 10:53am 
Hey @Eeo. Added you on steam as would like to talk to you about converting the map to use for Air Racing (can check out my workshop map to get an idea). If you get chance, hit me up and we can talk about it :)
TheDownloader 10 Oct, 2020 @ 7:49am 
I don't get how to download the map wtf
NitrOP [linux] 23 Sep, 2020 @ 4:54pm 
Very cool map. Cool atmosphere, fun to freestyle through, and it's nice that it isn't as stressful as the rings maps since there is no penalty for crashing. Thanks Alexey!
Johannes Kepler 4 Feb, 2020 @ 9:46am 
Just beat my record xD
126.382 [intended strats/glitchless]
*WR atm*
Johannes Kepler 3 Feb, 2020 @ 9:17am 
What are everyone's times? I've started speedrunning and my best time was 129.72 [intended strats/glitchless]
*WR atm*
joekinyo 27 Aug, 2019 @ 2:59pm 
Cool, made me think of a Peter Gric painting or brutalist architecture in maze form
efekanY 26 Aug, 2019 @ 10:56am 
güzel map
BearOnToast 28 Jul, 2019 @ 7:56pm 
very cool map. I really like it!
drinkinbl3ach 19 Jul, 2019 @ 10:43am 
rly nice map.but I think easy.
WeeHaggis 11 Jul, 2019 @ 2:13am 
very cool
Scarfail 28 Jun, 2019 @ 10:45pm 
esta muy padre
Hinex 28 Jun, 2019 @ 10:22pm 
Great map! Lots of fun! :)
Forfee 28 Jun, 2019 @ 2:18pm 
I just tried it again and it worked dont know what i did differant tho
Forfee 28 Jun, 2019 @ 2:14pm 
I tried using rocket launcher but i kept getting an error
TheOnlyJura 26 Jun, 2019 @ 1:59pm 
How to launch the map in game?
SirBenji 26 Jun, 2019 @ 11:22am 
Best map. So much adventure. I wish there was some type of collectible
mug 22 Jun, 2019 @ 5:05pm 
it reminds me of robocraft test area
GeNeRaL_GoLeC 22 Jun, 2019 @ 7:07am 
nice map but poor job with textures!
Pxwer 22 Jun, 2019 @ 3:52am 
pog
nisqy1 22 Jun, 2019 @ 2:46am 
wow nice
$cno0B! 21 Jun, 2019 @ 2:03pm 
udk is just very hard to get into thats why there are hardly any maps xD
wheezypz 21 Jun, 2019 @ 10:44am 
good job team
HCUNHA 21 Jun, 2019 @ 7:08am 
wow nice map :)
NAMELOC 18 Jun, 2019 @ 11:22am 
Video is very nice
ZEARO 16 Jun, 2019 @ 12:07am 
damn this is a map what i was looking for
tier 15 Jun, 2019 @ 10:57pm 
If I made this map and was doing that video, that would be like take #12593 for me.
Love this map btw!
Vellichor 14 Jun, 2019 @ 1:21am 
Really cool, Good Job :), however a bit dark in some areas.
Alexey  [author] 13 Jun, 2019 @ 7:30pm 
@dmc, Thanks. It's basically impossible without the approach I've discovered to create blocking volumes. Maybe you'll find it useful as well. It's impossible to both track the CSG elements and their blocking volumes. Adjusting anything becomes 2x work and you're unlikely to get it right every time. So to avoid this, just create the CSG. Then, when you're ready to try your map out, create a brush the size of the whole map and intersect it (Ctrl + I). It will create a "super brush". From it create a blocking volume and add sticky walls to its material in properties. Save the map, try it out, when you're back in the editor delete the whole blocking volume. Pain? Yes, absolutely, but still better than keeping track of individual blocking volumes.
Tigerish 13 Jun, 2019 @ 6:58pm 
nice
dmc 13 Jun, 2019 @ 6:02pm 
I also forgot to mention that you aced the dimensions. The rooms feel big and open, which is great for creativity and freestyling. Some of the earlier obstacle maps (some of mine as well) were guilty of creating an environment that was too confined and claustrophobic. My biggest take away from your map is that a fun obstacle course can be created without trigger volumes. I am inspired. :)
Karlsson 13 Jun, 2019 @ 1:01pm 
nice chill map, i love playing freeplay when watching youtube or podcasts, maybe this will replace it.
Absent Friend 13 Jun, 2019 @ 11:29am 
This is so cool! Keep up the good work! :steamhappy:
Alexey  [author] 13 Jun, 2019 @ 10:12am 
@dmc (continuation 2)

By the way, it turned out to be so unbelievably difficult to come up with designs for these obstacles. When you have a car that can fly in any direction it's really-really hard to box it in while not making the level repetitive. When I was flying through your maps I was thinking "Yeah, I can do this. I have so many ideas". 90% of those ideas were scrapped when I got to the actual map making and I really started to appreciate the work you've put into your maps. And then I've opened one of your maps and saw the Kismet layout. OMG! How many hours went into that?!
Alexey  [author] 13 Jun, 2019 @ 10:12am 
@dmc (continuation)

Regarding arrows. I actually had them at first. Then I realized that if you can drive on the walls, then they are not really needed, you can just explore the map the first time you go through it, which is also part of the fun. And you only have to do it once. Then I've sort of accidentally found out that you can just as well fly it the other way, which adds to the variety, but then makes the arrows even more of a problem. At that point I've decided to turn this more into a playground, deleted all arrows, and tried to use some visual cues about where the next rooms are. I wouldn't say I've succeeded, but hopefully at least in some places you can sort of feel where you need to go. Maybe :) I'll try to do better next time.
Alexey  [author] 13 Jun, 2019 @ 10:11am 
Thanks everyone for the comments, appreciate it!

@dmc, your maps inspired me to create this one. I've spent countless hours honing my flying skills in them. So you leaving an extensive opinion is extra valuable. Thank you!

With lighting I actually had to cheat. I took whatever the default UDK3 template for midday light was. It already has a dominant directional light and a fog thingy. I've tuned down the dominant directional down (from 5 to 2). Fog contributes to the overall ambient light feeling, but some areas just end up completely black. That's where I've cheated, I've added a directional light with all shadows disabled and pointed it exactly opposite the main one. That more or less provided pretty equal ambient light throughout the level to help normalize the darkness. You have to set it at something like 0.1-0.2 to not create a feeling where dark areas are lighter than they should be. Feel free to just open my map and copy the lighting if you need it for your maps.
dmc 13 Jun, 2019 @ 7:36am 
Very beautiful map. The structure feels like a futuristic building. I love the geometry and the architecture. The use of your main material (tile) works really well here and creates a very clean looking map. I also like the material that you used for the windows/glass. The obstacle course was fun and dynamic. It involved lots of different directional movement and each segment felt fresh and rewarding. The extra time you spent building the lighting really compliments the structure. Did you use a dominant directional and a skylight? As DiamondRhino mentioned, the map can feel a bit like a labyrinth. Some guidance arrows could do a lot to guide the new player. Really solid work my man. +1
. 12 Jun, 2019 @ 2:02pm 
good:steamhappy:
DiamondRhino64 12 Jun, 2019 @ 12:46pm 
This is a really cool map, I feel kinda lost in it, but it's pretty. The only real problem I encountered was with some hitboxes.
Lilbro115 12 Jun, 2019 @ 11:12am 
cool
Dani_CaD0s 12 Jun, 2019 @ 10:26am 
hey is reallye cool
Chill 12 Jun, 2019 @ 12:14am 
Real nice map!