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Zackiz
01-21-2008, 03:22 PM
Ok, my first real try on a sp map. As this is a beta, please gather any comments /feedback/suggestions/more and post them here. This Beta is primarly aimed at gameflow and balance. But you are of course welcome to say anything about anything(I know of some issues, but it's more little details).

Download: http://harteex.kicks-ass.net/~emil/gow/SP_Square.rar

http://harteex.kicks-ass.net/~emil/gow/1.JPG
http://harteex.kicks-ass.net/~emil/gow/2.JPG
http://harteex.kicks-ass.net/~emil/gow/3.JPG

Taffer
01-21-2008, 04:50 PM
I'm kind of having trouble figuring out exactly why this is, but for some reason the area you have created simply doesn't feel real to me at the moment.

My guess is that it is the empty sky area. It feels like you have created a good first floor for all of the buildings, but as the eye moves up it just feels like it abruptly stops. Try to add a second floor to some of them and to the others, give them a roof or something. It just feels so empty right now.

TheDarkAlly859
01-21-2008, 05:04 PM
Add a bunch of background buildings, like the wrecked kinda grey looking ones. Take out some lamp posts and stick trees in there, foliage adds a great feature to this style you're going for, and it will really help. Otherwise, good work, i see you've placed a nice emergence hole that seems functional! This is a solid first attempt, keep it up!

TheDarkAlly859
01-21-2008, 05:05 PM
You might also want to change some buildings cause they look a bit repetitive, add some extra meshes of unique buildings, but keep them in the same mood you have currently.

Zackiz
01-21-2008, 05:41 PM
Add a bunch of background buildings

Yeah, will do that. Will add some roofs and other stuff too in the 2 design workover. This is more of a gameflow test. There are some lightning issues to, which you hopefully haven't noticed ;)


Take out some lamp posts and stick trees in there

Originally, there was trees in the middle. But that c***ed up the AI, for some strange reason. I will try that again when I do the 2 design-workover. The reason why there are so many lampposts and walllights is that I only get light form these lightsources. And in a attempt to "dampen" the mood in the level abit, I raised the falloff exponent high.


You might also want to change some buildings cause they look a bit repetitive, add some extra meshes of unique buildings, but keep them in the same mood you have currently.
...and...

I'm kind of having trouble figuring out exactly why this is, but for some reason the area you have created simply doesn't feel real to me at the moment.

My guess is that it is the empty sky area. It feels like you have created a good first floor for all of the buildings, but as the eye moves up it just feels like it abruptly stops. Try to add a second floor to some of them and to the others, give them a roof or something. It just feels so empty right now.

Second design round ;)


Otherwise, good work, i see you've placed a nice emergence hole that seems functional! This is a solid first attempt, keep it up!

Thanks :)

far
01-21-2008, 10:30 PM
good to see your work in action zackiz.

Some improvements.

1. Map lighting needs a big update. Also for your lamps i suggest you add a glow. (There is a static mesh that you need to use. It is being used in many game's original night maps, try looking there for it)

2. Brush work needs to be updated. You should try using static meshes alot because they add so much detail. The unreal engine can handle tons of meshes perfectly, so don't be shy using them ;)

3. Map surroundings at this moment are pretty much weak. Big buildings & cliffs are needed which cover the view distance.

4. Also keep adding different height architecture work rather then same height areas.

I hope you don't mind with my critical views but still a very good effort.

NewPCGamer
01-22-2008, 12:08 AM
Just got done playing and i thought it was ok for a first time. I think that you could use more experimentation with kismet to get more cool effects and sounds in. Also a music track would have been nice. I liked the whole "story" idea of it though. Its kinda like the one in my level that im workin on. Keep up the good work. Keep adding static mesh and correct the lighting a bit. Maybe add some fog for a cool effect.
Keep it up.

Zackiz
01-22-2008, 06:43 AM
To NewPCGamer:
Yes, my kismet need some organisation and docmentation, no douth about it. And about the music, there is music though the whole map. Are you sure you have copied the .upk file that came along to the right location? Otherwise there are instructions in the README.txt that came along.

To all design comments:
Yes, I will do a hullover to everything. The map look like it look now because I need it to test out the gameflow, weaponsplacement, emer.holes placement, etc. In my opinion that this part is crusial for the whole experience. If map looks nice, but is boring to play, who is gonna play it? And that was pretty much the reason for the beta. Don't take me wrong, I love and need comments about everything, but right now there is alot about the design(which isn't finished) and very little about the gameflow of the map.

E.g weaponsplacement, is there to little/enough/to much granades in the beginning? You get two of them, there a total of two emergenceholes, which can be closed by them. But you also have two troikas to fight, and whats better then to eleminate them with a granade? That means you have to make a decision, either blow them away, or try to pick them of with a longshot, which is also available(to the price of an emergencehole). Is it good to only start with a locustrifle(forgot the name of them) and gnasher(hard but not impossible to shoot the gunners the run to the troikas)? Is there some stupid AI somewhere, coverlinks broken, ect? Things like this is what I need comments and opinions about now.

I love that you guys play the map and comment it, it's great! Now im gonna sit down and continute to work on it :)

Thank you all!

TheDarkAlly859
01-28-2008, 11:18 PM
Totally agree with you, keep up the work, and think about your weapon placements and things like that. Good luck, we'll be waiting for a future release.

Zackiz
01-29-2008, 04:34 AM
I have a few more ideas for the map that will give it some more edge befor I start the design overhaul. Right now, im just playing and balancing it over so it's a challange, but not impossible.