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126.382 [intended strats/glitchless]
*WR atm*
*WR atm*
Love this map btw!
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?!
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.
@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.