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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2002
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    212

    Post Cold Steel --- feedback wanted...

    ===========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...



    top view in editor:




    ----------------------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!



    and a view of a part of the outside halls:

    Last edited by legacy-Pezman; 02-19-2003 at 01:30 PM.

  2. #2
    legacy-Insomniak
    Guest

    Default

    It's a decent start, but there's plenty of room for improvement. Remember to bust up your BSP!!

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2002
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    212

    Default

    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!



    and a view of a part of the outside halls:


  4. #4
    Redeemer
    Join Date
    Jan 2002
    Location
    Stockholm, Sweden
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    1,232

    Default

    Looks nice
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2002
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    Default

    keep the feedback...

    more in deapth feedback wanted! please.

  6. #6
    Redeemer
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    Stockholm, Sweden
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    Default

    Well its kinda hard to give feedback with not so much to go on.
    bN\Grim
    beNighted old school UT2k3/4 iCTF clan back in UT3
    #benighted @ Quakenet
    benighted.se

  7. #7
    Redeemer
    Join Date
    Oct 2002
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    1,100

    Default

    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.
    Last edited by legacy-Wolv34ine; 01-21-2003 at 03:58 AM.

  8. #8
    Iron Guard
    Join Date
    Jan 2003
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    616

    Default

    Dude.
    This guy's not teddie.

  9. #9
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,926

    Default

    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.

  10. #10
    Redeemer
    Join Date
    Oct 2002
    Posts
    1,100

    Default

    Ooops!

    Your right, my bad!

    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"

  11. #11
    MSgt. Shooter Person
    Join Date
    May 2002
    Posts
    51

    Default

    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

  12. #12
    MSgt. Shooter Person
    Join Date
    Mar 2002
    Posts
    212

    Default

    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.

  13. #13
    Redeemer
    Join Date
    Sep 2002
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    1,926

    Default

    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.

  14. #14
    MSgt. Shooter Person
    Join Date
    Mar 2002
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    212

    Default

    thanks teddie, maybe i will add another level too please all of you z axis people out there.

  15. #15
    legacy-Identitycrisis
    Guest

    Default

    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.

  16. #16
    MSgt. Shooter Person
    Join Date
    Mar 2002
    Posts
    212

    Default

    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:



    Top view of how it looks as of now from the editor:


  17. #17
    Skaarj
    Join Date
    Jan 2003
    Posts
    29

    Default

    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
    :up: w0rd =)
    i would also like to beta test
    mail me: daywalker@my-mail.ch
    or quakenet: #ttm - thx

  18. #18
    legacy-_ut=n00b_
    Guest

    Default

    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??


 

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