DUSK
URBAN TURMOIL​
20 条留言
SWR24 6 月 18 日 下午 1:04 
Really fun, creative level!

One bug (I think?) that came up was that the cowgirl at the end of the level was completely invisible. Could be a problem on my end, tho
Coolfiend 1 月 15 日 下午 4:07 
Awesome sequel, loved how realized Dusk (the city, not the game) felt here.
Aqua  [作者] 2024 年 12 月 12 日 下午 9:23 
The navmesh thing is also something I hadn't considered until after I made these bigger maps, but I also do know that there's developments on the SDK side that should allow for enemies to pass through between separated navmeshes, so we'll see. Totally worth it to bake them with everything opened beforehand though, wouldn't be too much of a hassle on my end.

I'll tinker with this map when I have some free time, I definitely still have a soft spot for it among the others I've made, I think this one is when I really started figuring out the flow of Trenchbroom more, and generally actually grasping proper level design etiquette lol. Very proud of it, but plenty of room for improvement all the while! Such is the life of a mapper :)
Aqua  [作者] 2024 年 12 月 12 日 下午 9:23 
I got *very* lousy with performance when I made the map, I didn't even clip any of the faces on the brushes for most of the map due to the fact that I literally just boxed in the entire map with a super sloppy skybox. Blargh! I did the same for the map after this one, Downtown Showdown, but I went back and tried to patch it up since it also had horrible performance issues. So maybe at some point I'll fix it up a little bit in that same way when I have some time to spare. Not sure about spawning in enemies over time, I do know there's a way to do that but I *believe* it's limited to Endless mode-styled maps? I'll take a peek at that at some point, it'd definitely be more ideal than having them pre-placed and nuking the FPS. Maybe SDK updates down the road will optimize the enemy behavior more too. Fingers crossed on that front!
Aqua  [作者] 2024 年 12 月 12 日 下午 9:23 
Nice feedback, Magic! Very much appreciated for future maps of mine. Yeah, the corn maze stuff is just a weird overlap transparency thing that I *think* I can't fix on my end, it's probably something that needs to be patched in the SDK. Certified Unity moment!
PeaceSells 2024 年 12 月 12 日 下午 9:03 
Whaaaa hell yeah. I'll have to try it. I forgot they released workshop.
Magic00Squirrel 2024 年 12 月 5 日 下午 11:52 
[Continued from comment below]

Finally there is some transparency issues with the corn maze section where I could see through the corn at certain angles. I think that in dusk the corn maze section has walls with opaque textures behind all of the transparent corn textures (see e1m2), which I assume fixes this issue. Unity can be weird with overlapping transparent materials but I'm sure there is a fix.

Overall I really liked this map and I think you have a lot of skill as a mapper. I think you could totally make your own game one day and I really hope that you do!
Magic00Squirrel 2024 年 12 月 5 日 下午 11:51 
I really enjoyed this map. It looked amazing and the layout was very complex. Definitely rivals the base game maps. I have a few criticisms though.

For starters, the performance was really bad on my rig for some reason. I usually get 200+ FPS (which is what I was getting on derailed) but in this map I get like 50. The FPS did go up as killed enemies though, and I finished the map at around 110. Maybe you could spawn enemies in as you play instead of having them all loaded from the start?

I would also recommend baking the navmesh with all of the monster closets opened, since I found a lot of instances where enemies wouldn't leave their closets or cross doors that had been opened.

[See above comment for continuation]
Ghostly Goth 2024 年 11 月 4 日 下午 2:01 
A really good map, layout felt easy and understandable, enemy placements are well done and it being a sequel to DERAILED an already great map is a nice continuation.

Only downside would be when starting the map, it brings up the "DUSK isn't responding" message which made it feel like the map has crashed but you just need to wait for abit then it gets fixed.

Great work! :ghostcat2::HatHealth:
Giant Mech 2024 年 10 月 29 日 下午 1:38 
reminsa me of BLOOD.
Aqua  [作者] 2024 年 1 月 28 日 下午 10:02 
i wish dusk had goblins. game kinda sucks without em
Cyanith 2024 年 1 月 28 日 下午 9:40 
City reminds me of Chop Goblins.
Vankoovur 2024 年 1 月 10 日 下午 1:29 
cow-babe please sit on my face
SP00FFy 2023 年 12 月 17 日 上午 6:25 
the OG dusk custom level
Mixelg 2023 年 12 月 17 日 上午 2:12 
I think I got softlocked here:
https://i.imgur.com/ZenhDdz.png
The door won't open and I can't go back since you fall in there and can't go back up.
Daniel Floyd 2023 年 12 月 13 日 上午 12:13 
I'll wait for the fix on Skybox and try again) Still, nice work!
Aqua  [作者] 2023 年 12 月 12 日 下午 9:30 
Update pushed out! Skyboxes will be patched in a future SDK update as far as I'm aware. Transparency is fixed though, level looks way snazzier and as intended!

GLHF! Lemme know if any other issues arise :)
Aqua  [作者] 2023 年 12 月 12 日 上午 9:53 
I'll go through and do a thorough update for each mod I've uploaded since I do know the SDK's been totally overhauled since the last I used it. Just wanted to get the levels out there for the launch. Stay tuned for the next few days!
INDOMINABLE 2023 年 12 月 12 日 上午 5:04 
cool mod bro
pretty good for something that came out yesterday
Daniel Floyd 2023 年 12 月 11 日 下午 11:25 
Well, this is probably the best mod in my memory. It's a pity that the update killed some of the atmosphere, but I still really like the level design and the energy of the level itself.