View Full Version : Cold Steel --- feedback wanted...
legacy-Jim Bones
01-20-2003, 08:08 PM
===========EDIT=========new updated pics on the last post of the thread=========EDIT=============
yo yo there is some action goin down!
anyway, i know its early on to give pics but i got 2 pics for you...this is only 3 hours of work, now so its only about 20% done maybe not even that. This will be a smalled map, about 4-6 players in size, thats as of now i may add on to make it larger, like 2 or so more levels, we will see.
give me thoughts, tell me what you like and what you do no like.
thanks...
http://forums.funxbox.com/attachment.php?postid=159922
top view in editor:
http://forums.funxbox.com/attachment.php?postid=159923
----------------------EDIT UPDATED PICS-----------------------------
ok, i added a new boarder to the glass on the floor, new frames for the glass, door frames, new pillars...lots of stuff!
http://forums.funxbox.com/attachment.php?postid=160036
and a view of a part of the outside halls:
http://forums.funxbox.com/attachment.php?postid=160037
legacy-Insomniak
01-20-2003, 11:10 PM
It's a decent start, but there's plenty of room for improvement. Remember to bust up your BSP!!
legacy-Jim Bones
01-21-2003, 01:24 AM
ok guys...be prepared to be amazed! i told you i would work on the level some more today and here is what i have accomplished.
screens would have been in-game but it was screwing up for some reason, not the game the screenies.
ok, i added a new boarder to the glass on the floor, new frames for the glass, door frames, new pillars...lots of stuff!
http://forums.funxbox.com/attachment.php?postid=160036
and a view of a part of the outside halls:
http://forums.funxbox.com/attachment.php?postid=160037
legacy-Jim Bones
01-21-2003, 01:54 AM
keep the feedback...
more in deapth feedback wanted! please.
Well its kinda hard to give feedback with not so much to go on. :)
legacy-Wolv34ine
01-21-2003, 03:27 AM
The screens show the basis of a functional map. I like the idea of what you have done so far.
I would suspect (and please take no offence from this) that you are inexperienced, as am I, in the effective use of static meshes.
By this I mean, your like me, you use a door where you would use a door, a pillar where you would use a pillar. Some people, my other half included, can think "latterally" and use a door mesh for something else. Flip it on its head, hide half of it,scale it, join it to that etc etc. You know the sort of thing, like Epic maps where they use a mesh in multiple instances and you can barley tell, until you start mapping that is!
I like the look of your map, its looks fun and functional, and I happen to like fun and functional. However it appears to me that people want freaky maps, interesting and varied geometry and, overused term though it is, z axis.
Yours has some Z axis going on, certianly enough for a fun and functional map. I know what you think, everyone is a critic. But I am sure yyour aware of how usefull some comments can be, hence your post.
So I would say this, sit and think hard about how its going to play, what do people want and what you can do do to make it and interesting experience. I think your old school like me and sometimes its tricky to get your head into the required thinking. If I am wrong, fair enough.
But the map does look promising and like you say its not finished, I do think that you should sit back and think about how it plays and how you can improve it. Perhaps get a small lan set up and join with friends or failing that drop some temporary bot paths in there to playtest with the AI.
I hope my comments do not get taken out of context anf that they help in some way.
Keep us posted.
Please PM me if you want me to make suggestions etc that are beyond the scope of this forum.:)
legacy-Loosecontroll6
01-21-2003, 03:43 AM
Dude.
This guy's not teddie.
:p
legacy-Teddie
01-21-2003, 03:45 AM
Originally posted by Wolv34ine
The screens show the basis of a functional map Teddie.
woah, that's weird... Wolv34ine, huh?
This isn't my thread or map.
I haven't released anything since the "Decks" series of maps.
legacy-Wolv34ine
01-21-2003, 03:55 AM
Ooops!
Your right, my bad!:rolleyes:
Your names look similar, well thats my excuse! I see the Unreal insignia in gold and think "Teddie".
Comments still stand though. I will edit to suit.
Thanks Teddie.
Anyone seen my new book "How to embarass yourself on the internet by Wolv34ine"
legacy--}FB{-Maestr0
01-21-2003, 05:51 AM
keep that stage of the map !!!!
looks like a very good 1on1 or 2on2 rocketarena map!!!!!!!!
edit: would like to testplay it(that stage u shown) on a rocketarena server actually :)
contact me on quakenet #ut.fb ]FB[Maestr0
thx :D
legacy-Jim Bones
01-21-2003, 12:52 PM
Originally posted by Wolv34ine
The screens show the basis of a functional map. I like the idea of what you have done so far.
I would suspect (and please take no offence from this) that you are inexperienced, as am I, in the effective use of static meshes.
By this I mean, your like me, you use a door where you would use a door, a pillar where you would use a pillar. Some people, my other half included, can think "latterally" and use a door mesh for something else. Flip it on its head, hide half of it,scale it, join it to that etc etc. You know the sort of thing, like Epic maps where they use a mesh in multiple instances and you can barley tell, until you start mapping that is!
I like the look of your map, its looks fun and functional, and I happen to like fun and functional. However it appears to me that people want freaky maps, interesting and varied geometry and, overused term though it is, z axis.
Yours has some Z axis going on, certianly enough for a fun and functional map. I know what you think, everyone is a critic. But I am sure yyour aware of how usefull some comments can be, hence your post.
So I would say this, sit and think hard about how its going to play, what do people want and what you can do do to make it and interesting experience. I think your old school like me and sometimes its tricky to get your head into the required thinking. If I am wrong, fair enough.
But the map does look promising and like you say its not finished, I do think that you should sit back and think about how it plays and how you can improve it. Perhaps get a small lan set up and join with friends or failing that drop some temporary bot paths in there to playtest with the AI.
I hope my comments do not get taken out of context anf that they help in some way.
Keep us posted.
Please PM me if you want me to make suggestions etc that are beyond the scope of this forum.:)
now thats feedback! ou are right that i am inexperienced with static meshes, this is actually my frist project with them, so dont worry im kind of learning as i go on, i'll get some creative stuff goin down never fear! it was meant to be small and nothing too crazy, im adding a dome on the roof of the upper-inner room, showing the ocean, and sharks swimming in the water, along with big windows on the outside lower hallways shoing the same thing, but insteade showing the ocean floor with seaweed and what not...i hope, i can pull it off.
framerates are awesome as of now, no stutter at all, i didnt even zone anything yet, i guess its because i used very little brushes. My next map is going to be something, im going to spend a long time on it its going to be awesome!
oh and, funny thing is, i dont even know what the hell u guys are talking about when u say z axis stuff.
peace.
legacy-Teddie
01-21-2003, 12:56 PM
Originally posted by [DoD]-Poison
oh and, funny thing is, i dont even know what the hell u guys are talking about when u say z axis stuff.
peace.
z axis stuff is like "different levels at different hieghts" - ledges, etc. ups and downs.
legacy-Jim Bones
01-21-2003, 05:32 PM
thanks teddie, maybe i will add another level too please all of you z axis people out there.
legacy-Identitycrisis
01-22-2003, 03:32 PM
Looks good, especially for someone who has never mapped before. :)
This image: http://forums.funxbox.com/attachment.php?postid=160036 (The wire frames specifically) remind me of the video tutorial from www.3dbuzz.com , have you learned from that by hcnace?
Just wondering if that vid is any good that's all as I am seriously thinking about cranking out my first map for a change.
legacy-Jim Bones
01-22-2003, 09:40 PM
i HAVE mapped before dude, anyway this is bout 12 hours now of work.
and no i didnt get that from a tutorial
--------------------------------------------------------------------
UPDATED PICS, 2 new pics....
outer room with all of the elevators to the three levels:
http://forums.funxbox.com/attachment.php?postid=161101
Top view of how it looks as of now from the editor:
http://forums.funxbox.com/attachment.php?postid=161103
legacy-a-L|DayWalk3r
02-19-2003, 07:11 AM
Originally posted by -}FB{-Maestr0
keep that stage of the map !!!!
looks like a very good 1on1 or 2on2 rocketarena map!!!!!!!!
edit: would like to testplay it(that stage u shown) on a rocketarena server actually :)
contact me on quakenet #ut.fb ]FB[Maestr0
thx :D
:up: w0rd =)
i would also like to beta test :)
mail me: daywalker@my-mail.ch :)
or quakenet: #ttm - thx :)
legacy-_ut=n00b_
02-19-2003, 02:01 PM
it looks pretty good, but i think u need more detail and lighting color
mayb some small static meshs to just make it a more interesting map
and put some color into the lighting too, it is boring how it is now
btw where did u get that xp theme it looks rely cool??
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.