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Hadley's Hope (Aliens Based UT Map)

polycounter lvl 18
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warby polycounter lvl 18

I have been working on a small Aliens based unreal tournament 1v1 map and its almost complete i would like to send out an alpha version of the map first though just to make sure everything is working properly but I really cant wrap my head around unreal's build process / content submission system or even epics forum for that matter.


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more screenshots here: https://www.artstation.com/warby


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  • warby
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    warby polycounter lvl 18
    And *Drummroll* here is the download link to the pak file:

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    https://www.dropbox.com/s/m0ma592v6s...sHope.zip?dl=1

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  • warby
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    warby polycounter lvl 18
    Some videos of Gameplay:

    ​​​​​​​https://www.youtube.com/watch?v=J4R9WVRfHLI


    ...and development progress:

    ​​​​​​​https://www.youtube.com/watch?v=TuCxzhBxuOM
  • Nosslak
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    Nosslak polycounter lvl 12
    It looks pretty nice, however there is definitely room for improvement. First of all the layout seems really dull, I mean it's essentially just a box with a smaller box inside of it. I think you should consider adding one or two unique siderooms (preferably asymmetrical ones on either side of the square) to break it up a lot more (would be a lot more work though).

    Lightingwise I think the corridor feels too evenly lit right now. I'd try to add some more contrast between the intersections and the straight parts of the corridor to break some of the monotony and add some more interest to it. You could also make some of the lights completely busted and have others flickering.
    The vents are too brightly lit (seemingly without any real light source) and the colors are way too saturated. I understand what you were trying to do with them, but I think you overdid it. It looks like it's way too easy to miss the vents as there is very little to really call attention to them being there and accessible unless you stand right outside of them and can see the red light.

    Assetwise I think you need to make some pieces you can layer on top of the corridor pieces to break up some of the monotony (pipes, cables, screens or decals are some go to examples for that). You could even make some busted vents or corroded parts of the floor/ceiling to pay some homage to the source material or just make an opened access panel with some tools lying around.
    The most egregious asset would be the cornerpieces with the big level 1, no one would ever label a corridor like that, no one need to see they're on level 1 eight times per intersection. At most you could justify having it once per corner, however even that would be a bit on the nose as having it on two opposing corners would be enough to see it from any angle.

    Just my two cents.
  • warby
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    warby polycounter lvl 18
    Thanks I very much appreciate the detailed feedback and I agree with pretty much everything you said! If public demand is high enough i will definitly implement all those things 

    However I gotta ask have you actually seen the movie ?!

    Lighting in ventshaft: 


    Level numbers on intersection:
     

    :D ^^
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