Zero G Arena

Zero G Arena

Zero G Arena Workshop
For now, all workshop submissions that meet some basic criteria will be added by the developer to the full game for everyone. For silly reasons, the items might not be publicly visible in the workshop
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SodaMas 17 Aug, 2017 @ 10:21am
feedback?
im new to ue4 but i wanna make a map so im toying around with a kind of loop-de-loop concept
keep in mind this is map VERY unfinished. so id like to get some feedback to see if i should continue with this concept

links:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1113447625

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1113448609
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Showing 1-5 of 5 comments
DarkGuy1001 17 Aug, 2017 @ 11:11am 
This is a pretty cool concept, but in game it may be a little bit jarring, as the direction of the magfield changes the camera angle in game.

Just a few pieces of advice for you in your development file adventures:
1) You can scale the size of collision of the mag field instead of scaling the whole thing in order to avoid the arrows being stretched. Do this by selecting the magfield, then pressing where it says "Box" in the details panel (underneath ArrowMesh) - allowing you to scale the collision instead of the whole thing.
2) The mag floors you are using are the old style. Whilst there is nothing wrong with this and they still function, you might want to use the new magfloors. These can be found in the content browser in the folder /Content/Meshes/MagFloor/MagfloorJ. To go with the new magfloors, you can find the new wall panels under /Content/Meshes/Walls/AbsorbWallPanel. Most of the official maps have the part behind the wall coloured green using the "GreenCloth" material which can be found under Content/Character/New. This doesn't apply really if you don't want to use the new assets.
3) You can change between scale, move and rotate by preesing the "w" "e" and "r" keys respectively.
4) You can change between local and global movement/rotation/scaling By pressing Alt + tilde (the key above tab) This is useful if you have rotated something and want to move it based on that angle.

In any case, keep up the work, it is a little difficult at first, but it gets easier as you do it (once you remember where things are stored and learn how to navigate the engine). Good luck with the map!
SodaMas 17 Aug, 2017 @ 11:17am 
Originally posted by DarkGuy1001:
This is a pretty cool concept, but in game it may be a little bit jarring, as the direction of the magfield changes the camera angle in game.

Just a few pieces of advice for you in your development file adventures:
1) You can scale the size of collision of the mag field instead of scaling the whole thing in order to avoid the arrows being stretched. Do this by selecting the magfield, then pressing where it says "Box" in the details panel (underneath ArrowMesh) - allowing you to scale the collision instead of the whole thing.
2) The mag floors you are using are the old style. Whilst there is nothing wrong with this and they still function, you might want to use the new magfloors. These can be found in the content browser in the folder /Content/Meshes/MagFloor/MagfloorJ. To go with the new magfloors, you can find the new wall panels under /Content/Meshes/Walls/AbsorbWallPanel. Most of the official maps have the part behind the wall coloured green using the "GreenCloth" material which can be found under Content/Character/New. This doesn't apply really if you don't want to use the new assets.
3) You can change between scale, move and rotate by preesing the "w" "e" and "r" keys respectively.
4) You can change between local and global movement/rotation/scaling By pressing Alt + tilde (the key above tab) This is useful if you have rotated something and want to move it based on that angle.

In any case, keep up the work, it is a little difficult at first, but it gets easier as you do it (once you remember where things are stored and learn how to navigate the engine). Good luck with the map!
wow! thanks so much for your advice! i'll try my best on the map to see what i can do
DarkGuy1001 17 Aug, 2017 @ 11:19am 
No problem! If you ever get stuck, don't be afraid to ask questions in the workshop discussion page.
JonWoodDev  [developer] 17 Aug, 2017 @ 1:48pm 
Yeah, those are some good points from DarkGuy, I think he's right that the crazy floors like that could be a bit jarring, although that could be really interesting if you developed it.
If I were you, I'd make those floors way bigger (i.e keep the orientations but make the floors something like 5-10 times bigger), that way you've still got the interesting spatial relationships between the floors, but it reduces how rapidly you'd be moving from one floor to another. With them that small and close together, you'd just be falling off one onto the next and you'd be on the next one before the camera's even settled, which would probably be extremely nauseating!
Good start though, and it's cool that you're thinking about interesting things you can do with the floor orientations!
SodaMas 17 Aug, 2017 @ 2:56pm 
Originally posted by JonWoodDev:
Yeah, those are some good points from DarkGuy, I think he's right that the crazy floors like that could be a bit jarring, although that could be really interesting if you developed it.
If I were you, I'd make those floors way bigger (i.e keep the orientations but make the floors something like 5-10 times bigger), that way you've still got the interesting spatial relationships between the floors, but it reduces how rapidly you'd be moving from one floor to another. With them that small and close together, you'd just be falling off one onto the next and you'd be on the next one before the camera's even settled, which would probably be extremely nauseating!
Good start though, and it's cool that you're thinking about interesting things you can do with the floor orientations!
ok thanks! i was planning on starting over anyways and now i have tthink less!
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