View Full Version : First map, requesting feedback
legacy-rippy_dog
08-04-2005, 05:11 PM
I've just finished (more or less) my first map. It's way too laggy and buggy to release. However, I'd still like to hear what people think could've been better in it, so I'm gonna post it here so, hopefully, someone will dl and try it out.
Known issues:
Vehicles pass through doors
Low fps
No bot pathing
I guess I technically COULD have fixed both problems, but I'm ready to abandon this project and move on.
You can download it here (http://rapidshare.de/files/3656307/ONS-Airbase.ut2.html) (sorry, it's rapidshare)
Please try it out and tell me how good or bad (more likely) it is. Just lemme know how good the concept, level design, texture/static mesh usage, and anything else, and I'd be happy. Thanks!
legacy-sandorski
08-04-2005, 05:15 PM
edit: Oh, nevermind, figured it out. ;)
How does one get to the file, is registration required?
legacy-rippy_dog
08-04-2005, 05:20 PM
Go to the bottom of the page, click the button saying "free", then, when it says your download is ready (sometimes there's a bit of a wait, there shouldn't be right now), you click the file name.
legacy-sandorski
08-04-2005, 06:03 PM
Interesting idea, though getting to the enemy power core is near impossible(unless I missed an alternate path). Probably should have left the Power Core open to fire from aircraft or place a landing pad by there where players could exit the aircraft and reach the Core on foot.
Performance wise I'm no expert on such things, but the Emitters might be the reason, but I think you have used way more PhysicsVolumes than necessary. Though I'm not sure if PhysicsVolumes will cause Performance issues.
legacy-rippy_dog
08-04-2005, 10:00 PM
Well, originally the idea was that you had to wait for an enemy to exit their airbase, then swoop in through the still open door. Then: you know those 3 security tv things? I wanted to have a usetrigger there that either made the glass panes permanently slide open, or open all the doors of the airbase (or both), so that as long as one guy got in there at some point, they could make the enemy base way more vulnerable.
The lag things I can think of would be emitters, ambientsounds, optimization problems, and perhaps the 144 movers in the level.
legacy-BlakeFabian
08-05-2005, 04:52 PM
http://i13.photobucket.com/albums/a286/BlakeF/928d693c.jpg
Deleate the middle raptor in each base and make a hole or something for the light-beam from the core to go up.
http://i13.photobucket.com/albums/a286/BlakeF/fa443035.jpg
is this suppost to look like a turbine or what? if so, then add more sides to the cylinder-triangle thing on top, mabey 16 or 32 instead of 8 and make it constantly rotate clock-wise. and change the texture, thats just dosent look right for a turbine.
http://i13.photobucket.com/albums/a286/BlakeF/9b38b7cf.jpg
deleate the smoke emitters on top and change the texutre of everything releated to the turbine. it just dosent look right. (mabey to a steel-looking type texture)
http://i13.photobucket.com/albums/a286/BlakeF/747f035f.jpg
make those fire emitters simplier, look how much the puter has to do to make them! thats a major optiomization issue.
http://i13.photobucket.com/albums/a286/BlakeF/2eef904d.jpg
http://i13.photobucket.com/albums/a286/BlakeF/c4c40446.jpg
none of these lights look like the light is actually coming from them.
http://i13.photobucket.com/albums/a286/BlakeF/526806ad.jpg
make the texutre that the raptor sits on the same as the texture in the lower right-hand corner.
http://i13.photobucket.com/albums/a286/BlakeF/c9091bf4.jpg
the light beam is using its magical shining power to overcome the room thing and shine through it.
and I will be more than happy to optiomize this for you. I cant do much with the emitter though cause I suck at these.
I dont know about other but I think that this map has potential!
legacy-rippy_dog
08-07-2005, 10:58 AM
wow, that was WAY more than I asked for / was expecting. Thanks a lot!
And also, thanks for posting positive feedback and not "this part sucks, change it" kind of thing. I think I might keep the map and try to retouch it someday, when I'm a little better with UnrealEd.
legacy-TheHours
08-07-2005, 10:23 PM
ok ill check it out... ill get back to you in a day or two
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