The main changes are,
- New rooms over the two "open" nodes.
- Invisibility pickups in the two new rooms for players to be able to play more stealthy.
- Scaffold in the dark alleys to give people an extra way to the roof and counter the roof campers.
- EMPmines have been moved to the opposite building and you have to walk a tightrope to get to them, but you have more options about where you use it without jumping down.
- Better performance, both fps/network and smaller file size.
Miauz55555 wrote:ONS-Aggressive-Alleys-C:
The wall textures looks like they are set to unlid. It's still a night map and should be lighted like one, not like a sunny beach map (sorry). The Alleys where are no lights are very dark (black). I know normaly you don't use the zonelight when you want proper lightning, but a litle bit as a kind of global light? Maybe a dark blue like (Brihtness Hue Saturation) (5 160 130). Sure all zones should have the same zonelight because otherwise it will give some weard looking static meshes arround zoneportals.
Additionaly change the lightcolour from all outsidelights also to something arround that values.. maybe reduce the lightradius from some to avoid strange circles.
For the indoorlights maybe something warmer like (x 32 130).
GLoups! wrote:Fully agrees, setting the Ambient brightness of Zone infos to 0 leads you to put lights everywhere, sure the map will be beautiful but it can bring somes serious fps drops even more with biggers lights radius because you are attracted to put highers radius and mores lights for avoid the darkest zones, for a good balance between pretty visuals and good performances no need to put high values but something like 5-15, it's a fairly common thing.
Lights types should be set to theirs defaults values (LT_Steady) for bests optimizations.
The better alternative to lights for all exteriors map are sunlights, a good example is Dria with four sunlights, a beautiful map with bests lightnings effects and sunlights if DM-CBP2-Achilles, you can even choose what they are going to illuminate by set the bSpecialLit value on both sunlights and matching static meshes, or terrain.
Sunlights can also be putting directly in the SkyZone, in this case it will giving a smooth effect of lightning, can be used for a beautiful moonshine night (see DM-ChronusGate-NIGHT-V2).
ONS-Aggressive-Alleys-C:The wall textures are not set to unlit but they are not illuminated except by the residual of the big radius of lights , just try in the Top window of Unrealed : right click/actors/Radii View and select all lights, it's impressive, think that lightnings are calculate for each actors multiply by the number of lights radius that collides with them.
I completely agree with you all that it looks too bright, this is partly because my own screen is very bright and i have to try and compensate. I obviously when too farwidurr wrote:For me definitely too bright. Looks... weird, unnatural, sterile. Changes look and feel of the map completely.
I don't like it at all, and it was one of my favorite mapsIf there's another vote, I would vote for the old version.

Because i want the two small alleys to stay dark enough for Red players and the main area to be bright enough for them to see Blue players, no changes have been made to the Ambient lighting in the main area (the rooms still have their's) and i haven't added Sunlights. In addition to this i've removed one of the ledges so people can get their Badger on the roof more easily, placed blocking volumes around the bottom of the scaffold and adjusted virtually all the lighting so it is no longer "sterile" nor "lit up light christmas tree"

I'm gonna need to help with this people because i can't see what you can see. So please download and post feedback

ONS-Aggressive-Alleys-C-beta34