Limbo Level 26

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Kanisha Dezarn

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Jul 21, 2024, 5:16:54 PM7/21/24
to kingpersvitli

I created a persistent level and then 3 steaming levels and tested but it does not seem like it releases the memory using the Stat Memory. How would you be able to tell if the level streaming is actually working?

limbo level 26


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your title says ue4 ,but in ue5 you have data layers that can be loaded/unloaded, and worldpartitioning which is very helpful.
in fact world partitioning will do the whole load/unload/stream for you.

Its possible to have just 1 persistent level. It does make designing easier, as it helps to conceptualize the whole game / level / world. Is it best practice? No. However, every use case is different. The limitations are more about the density of objects / actors in the scene.

If you work with sublevels you CAN have them all loaded at the same time, or selectively. You have to enable the Levels subwindow (off by default).
the problem with sublevels is that baking light is annoying.

multiple landscapes? use the landscape tool of ue. it is already heavily optimized, and it has partitions and subpartitions only rendering the ones needed.
the foliage system that comes with the landscape system is also pretty optimized.

i do need to tell you that it sounds like you dont have your expectations adjusted accordingly. if you plan on doing a game that does these types of things at such scale, you have to expect a considerable amount of effort to get it right, specially on optimization. on any engine. ue happens to have tools to help you but it will take time to learn and will not magically solve all your issues or work the exact way you want.
just because another game did it does not mean it did not came without pain.
i hope this does not sounds too harsh, its just my way of helping.

I was going to do the same thing with the new game which is a physics based motorcycle game, it is 2.5D kind of of like a combination Urban Trial Freestyle and/or Trials and Limbo/Inside, and I started thing how cool it would be to have the whole game one seamless experience like Limbo did.

Now here is what I am not forsure of, just loading those 2 levels would not be much and easy for the PS4 but does Level Streaming work like that, will it only load the assets in memory for just thoise 2 levels?

The reason I am still using UE4 is because of the Nvidia physics. They removed them in UE5 and replaced with their own built in Chaos Physics and when I tested them about a year ago they had all kinds of issues.

I agree, a whole level like Trials Fusion would be exhausting. The main character in MotoTrails can walk, climb, run and you will be doing a lot with him and then he can also ride the bike. I am working on the prototype now, the physics for the bike took a lot of time to figure out.

That is awesome you might enjoy parts of the ALS (Advanced Locomotion System) which is an animation framework for running , crouching and climbing. It has a free c++ version now on github and comes close to animation seen in Inside. Inside has some very pretty animation responses related to the scene intensity. Right after swimming, falling hard, escaping in Inside you see the effects. Love Limbo and Inside myself.

When the persistent level was loaded ran the Stat memoryPlatform command and it showed 1175 physical memory used which was the same before the big level was added, after triggering the big level volume the physical memory shot up to 2208.

So this confirms that level streaming is doing exactly what Unreal documentation says it will do and a full game should be able to be created in one streaming level as long as you have a beefy enough computer to handle all the levels being open at one time in the editor, that might be the problem with this. You might be able to make a huge level but trying to make a whole game may be too much for the editor.

My way of levelling weapons and warframes is syndicate missions / Apollodorus, then Iapetus, Saturn, then Cerberus, Pluto. Cerberus has given me 12 ranks on a weapon for doing 5 rounds of Interception - no affinity booster.

That means he goes to "limbo" (following dream logic here) but after Cobb and Ariadne retrieve him from limbo, he is kicked back to the third level while Eames kick-starts his heart with a defibrillator and he is alive again. Thus he goes ahead to complete the inception.

Putting aside that I'm pretty sure a defibrillator can't bring someone back to life after two gunshots to the chest, or even that he appears to be in no pain or dying from blood loss then how does Robert Fischer come back to life in the third level when he has already died in that level?

ARIADNE : There's still a way: We follow Fischer down... We'll find him...soon as you hear Arthur's music start, you use the defibrillator to revive him...we give him his own early kick from below.

Basically they give him a kick in the limbo level by chucking him off the ledge. This moves his consciousness back up to the third level. At the same time Eames uses the defibrillator to restart his heart and his body magically repairs itself when his consciousness arrives (dream bodies can do that, apparently) allowing him to complete his own inception.

Fisher is not dead yet, but dying.There are 3 levels of dreams that are designed - The City, The Hotel and The Snow Fortress.If you further go down using the device you will reach Limbo but know how you got there.If you get killed in any dream level you will reach Limbo, but will not know how you got there.

Fischer is not yet dead, he's in a temporal state in the Limbo.Cobb and Ariadne go one level below using the device that is connected to Fischer.To get the person up one level, a pair of kicks are required.

HEART OF THE SUNRISE is the first mission of the LIMBO layer, and the last mission available in the demo, not counting [ 1-S: THE WITLESS ]. A far cry from the grungy industrial aesthetic of Prelude, Limbo is a serene outdoor environment filled with vegetation.

However, not all is as it seems; even a cursory investigation will reveal that everything is false, from the sounds of wildlife to the water, to the very sky itself. This level introduces the Drone, the first Lesser Machine encountered, as well as the third unlockable, the Attractor Nailgun.

The first room of the level, adorned with trees, a half-buried Malicious Face, 4 pillars, and a Cerberus fountain in the middle. The door on the right leads to the Red Skull and the blue pedestal, which blocks access to the Church until the Blue Skull is acquired. The door ahead leads to the red pedestal and forward progress through the level. Returning to the fountain after collecting the blue skull, 3 Strays will spawn on the pillars and 10 Filth on the ground at each corner of the room, and 4 more Strays appear in the corner hallway on the way to the Church.

Where enemies first begin to appear, and the Drones are introduced. Initially, 2 Drones spawn in front of the door. Killing both Drones will summon 4 more, one in each corner of the arena. When returning to this area with the Blue Skull, 2 Drones will spawn at the room's entrance, where the first checkpoint was found.

Beyond this arena is another with a shallow river along its length and a small bridge near the far end. The river terminates at a stony facade with a staircase leading up to another door, seemingly representing the entrance to a castle. Approaching the stone bridge causes 3 Drones to spawn above it in a diagonal pattern. Reaching the bridge spawns 4 Schisms at the end of the river and 2 more Drones at the top of the stairs.

The entrance hall contains a checkpoint, and emerges into an indoor garden, where the Attractor Nailgun is found beside a bed of flowers in the center of the room. When the Nailgun is picked up, a Malicious Face spawns, serving as the new weapon's first target. When approaching the exit, four Strays appear beside the staircase.

In the next hallway, the game will tutorialize creating traps with the Attractor Nailgun's nail magnets. When the second pair of columns is reached, 14 Filth will spawn at the end of the hallway, and when the third pair of columns is reached, 4 Strays and 4 Drones appear.

In the room that has the level exit, the roof has 2 glass panes that can be broken with the Core Eject Shotgun grenade or any other weapon that has enough firepower. By performing a slam bounce you can go to the roof of the room and find the first Slab needed for unlocking the Alternate Revolver.

LIMBO is a 2.1 Extreme Demon mega-collaboration hosted and published by MindCap, co-hosted by Djoxy and verified by BUNNYGRAM on 26 November 2022 after 109,490 attempts.[1] The level is designed in a 1.9 style with a mix of indigo, dark blue and red, similar to the last 25% of weoweoteo's Extreme Demon Marathon but more detailed. The theme is also similar to both Hinds' and Vlacc's parts in Cybernetic Crescent. It is made to be the hardest memory Demon without relying on visual interference while implementing unique gameplay mechanics.

MindCap had stated that the version of the level from January 2022 would probably have fallen into the Top 20-30 of the Demonlist. Some playtesters had stated the buffed version that followed to be Top 1 difficulty. Due to its memory, LIMBO's relative difficulty is uniquely challenging to gauge.

On 27 August 2022, BUNNYGRAM returned to the level and started his verification of a further buffed version that he, at the time, believed to potentially be harder than Slaughterhouse, the #1 level on the Demonlist at the time. This version ended up being verified by BUNNYGRAM and placed at #7.

LIMBO received acclaim from players for its concept, design, decoration, effects, gameplay and music, and is widely considered one of the best top Demons in recent history and one of the best levels of all time.[2][3][4]

LIMBO is themed around being trapped between heaven and hell. With the player not knowing where to go, it is up to them to decide their fate as they venture through the wonders of different technological and demonic hallucinations.

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