[WIP] Abuja Sunrise


It's just after dawn in this West African urban neighborhood, and the extraction is about to go down. With a healthy mix of close quarters combat and long range sniping, the battle promises to be intense. Watch your angles, use your cover effectively and work as a team and you will achieve success. Subscribe on Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=540215428
Inspired by all the great UMMs on the Beer_Me server, I decided to try and learn UDK by assembling a medium sized map. I've used 99% stock meshes that are included with AA:PG... a little limiting, but I need to improve my mesh creation skills first. So please be gentle on me, this is my first map for AA.
I'm releasing an Alpha version (still needs a lot of spit and polish) and I would appreciate it if anyone could play test it for me. That's my biggest concern...whether it is balanced, and if it's interesting gameplay. I've only previewed it in editor, and still can't get it to [Test Gameplay] without crashing the game loader, even after the update. It needs sound, more foliage, landscape tweaking, etc. But I think it should be playable. Thanks for your attention and patience.
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Welcome EJtheK
My Portfolio / Site
http://forum.americasarmy.com/discussion/5808/aapgmod-v1-0/p1
The challenge with the stock meshes is that most were purpose built for a specific scenario, and have distinct themes. Due to optimizing or lack of need, a lot have missing surfaces or collision, and weren't designed to be universal. It really forces you to be creative, especially if you are going for more of a sim map than the typical army base.
And Welcome to AAPG forums..
Agreed, but at least textures can be imported really easily. Making custom meshes is something that takes more work. Blender isn't super difficult to learn, I just don't have the patience to make a model every time I want something that's not a completely straight angle.
<iframe width="560" height="315" src="//sendvid.com/embed/9524zlmw" frameborder="0" allowfullscreen></iframe>
On another note, which screen recording software is the best? Also, has anyone figured out how to get "Test Gameplay" to work without crashing?
I used to have a handy .bat file that I could use launch 2 instances of the game on my PC, and have a player spawn on attack and a player on defense to test gameplay and it would do this all in the click of one executabale .bat file, but I lost it in my switch to Win10 and embarrassingly can't remember how it worked to do it again
Liking the look of you map sp far, I'll sub and test it out later
Great start I'd say, well done!
Couple of things I found just from searching for glitches.
1) Near assault spawn you have a blue trash can.
You can vault onto this, then onto the wall
Then vault into the house
You will need to add a blocking volume to the house to stop this.
2) Near defense spawn, you have a car with missing glass texture. Check the second texture on the mesh and add a glass texture.
3) Also near defense spawn, where you have to road meshes, they are overlapping and glitching. Either move the mesh apart so they don't overlap, or move one mesh down 1px.
Hope this helps, and good job for a first map.
1) Thanks for catching this. I had put a blocking volume on the other end of the house already to prevent climbing through over there. Missed this side.
2) That's strange, the texture works fine for me (see the video). I have avoided modifying stock meshes at all because once I did, the editor started crashing. Unless there is a better way ? Either way, could the texture have been corrupted in publishing?
3) I knew about that one... I changed the angle of the road slightly and that end didn't line up. I'll fix it though.
Thanks for the feedback... it is very helpful.
Please let me know if you find any bugs.