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VCTF-Deathfall

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    VCTF-Deathfall

    Version: 0.1
    Compatibility: ut2004
    Description: a small room with an extreamly large drop and 2 mantas per team, its not meant to be a realy good map, its just 4 fun
    Comments:
    Screenshot: plz can some one do them for me my pc iz playin up
    Credits: krev
    Homepage:
    Download:dowload

    #2
    my.......EYES!!!

    its a box...........its small..................it has an unfathomable height....just for a pit that kills you after a very long time, and i think the only reason it kills you is b/c it goes past the DEATH ZONE

    this isn't a map...Its an a Abomination!!!!

    also you got teh gametypew wrong, a mpa this small is NOT VCTF. this map is CTF

    Id advise you never push this map past the first beta, if you can even call this a beta.........

    Drink coke, Play again :noob:

    Comment


      #3
      haha put some screenies on^^

      Comment


        #4
        screeies

        [shot]http://img.photobucket.com/albums/v486/inventor102/vctf-deathfall1.jpg[/shot]

        [shot]http://img.photobucket.com/albums/v486/inventor102/vctf-deathfall2.jpg[/shot]

        thats it! thats all there is!

        i opened it up in UED and sure enough...



        the way it kills you is by pasing the "dead line"

        Comment


          #5
          WOW

          Comment


            #6
            Some one cut im` some slack pls? I no it's pretty bad but it's probably jus a 1st-5th attempt at a proper map, maybe if somebody decided to give some good constructive feedback he/she'd know what to do diferantly in his/her next map...


            *Edit: here's some tips:
            1. If it's going to be vCTF it should be quite abit bigger.
            2.Perhaps some nicer textures and a few staticmeshes could spice it up.
            3.Make it creative, with many areas and cool things.
            4. Look at some succesfull vCTF maps that people love and see what components they have and try and build your map around that sort of an idead.
            5.Good Luck! :up:

            Comment


              #7
              Originally posted by PhiniusMaster
              Some one cut im` some slack pls? I no it's pretty bad but it's probably jus a 1st-5th attempt at a proper map, maybe if somebody decided to give some good constructive feedback he/she'd know what to do diferantly in his/her next map...
              thing is, if he looked at the other maps on here, he would see that he should not realease a map like this

              and there realy isn't any good advise we can give him, short of starting over, for this map, its really small and more simplistic then there are stars in space.

              Comment


                #8
                Sry

                ok guys sry, i can make better but i always mess up and get board:cry: sry

                Comment


                  #9
                  Originally posted by inventor209
                  thing is, if he looked at the other maps on here, he would see that he should not realease a map like this

                  and there realy isn't any good advise we can give him, short of starting over, for this map, its really small and more simplistic then there are stars in space.
                  Shut up

                  I hate people who do this kind of thing. Especially considering your map VCTF-Bunkers features rubbish architecture and luminous green snow.

                  Right, constructive crits (assumes first map):

                  1. First, I'd recommend using some more original room shapes, not just squares, although some parts of it actually have a nice layout for a first map.

                  2. Next, In comes the static meshes! I'd recommend adding a lot of SMs in this map, athough make sure they all fit the theme. Don't worry about adding too much yet since static meshes are very well optimized. You have to be careful about them though, since (especially for Vehicle gametypes) it can hideously block the vehicles, I'd recommend adding some simple-shaped blocking volumes on any mesh that could be particularly annoying.

                  3. Now look through your level and on any significantly-sized surface (e.g. a wall, the ceiling or a floor) look for ways of "Breaking up the surface" by adding detail and focal points to it. A typical faourite is to remove one or two floor or ceiing tiles and havethem scattered around on the floor, just make sure you add a blocking volume to the hole so the vehicles don't become instable due to a wheel falling in (although with a manta you won't have to worry).

                  4. By now you need to be looking at adding some kick-*** lighting, there are many lighting tutorials on the internet, I'd reccomend DavidM or Hourences.

                  5. Look back again at your flow and framerate. does it workwell? If not, make adjustments, although flow really should be pretty much set in stone before part 1.


                  There, that's constructive crits done propely inventor209

                  Comment


                    #10
                    Re: Sry

                    Originally posted by krev
                    ok guys sry, i can make better but i always mess up and get board:cry: sry
                    It's okay man, I'm sure we've all felt like that, that's right we've ALL been just a begginer, and that's fine, heck I'm bearly more than a begginer!

                    Comment


                      #11
                      Originally posted by nikoS
                      Shut up
                      Well said and krev continue mapping.

                      Comment


                        #12
                        i never saids he shouldn't continue mapping, but people shouldn't post "screw around" maps. people should post when they have spent good time, and put lots and lots of heart into their work.

                        for instence: Today i was mesin around and made a mpa that a was a ton of double helix stair cases, but im not goona post it up b/c its just a screw around map.

                        some real advise:

                        when you want to map, sit and think of a concept, or even a story to base them on. then when you have a theme or style you want, draw it out, on paper, in paint w/e and work it and re work it untill you think its a perfect representation of the concept.

                        also, while mapping if you lose interest half way through, stop. wait untill you feel like mapping again. no point in mapping when your not into it.

                        after a while look at the other maps being post on here, and compare them yours. if you don't think they stand up, then keep working untill you think it deos, or untill you and your comrades don't think anymore can be done.


                        o and learn about killing volumes. making a map go under the kill line just to make a death pit is a very bad stradgy that takes up resouces.

                        PS: rikos you must be color blind, b/c the snow is blue. I know its blue b/c i chose blue on the spectrum when i configured the sunlight actor

                        Comment


                          #13
                          Originally posted by inventor209

                          PS: rikos you must be color blind, b/c the snow is blue. I know its blue b/c i chose blue on the spectrum when i configured the sunlight actor
                          Let's call it cyan an meet in the middle

                          Comment

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