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Great map and thanks for the link:up: I'm sure it would work well as CTF too.
- The map is all one big zone and it runs at around 25fps in some areas - most maps average 60-80 fps on my pc. It will run a lot faster if you add zones and anitportals (sorry if you just haven't got around to it yet)
- Direct sunlight seems too bright, switch on lightmap view and you'll see what I mean. Maybe you could tone it down a bit - just enough so the textures don't look as saturated outdoors. The rest of the map has nice lighting effects
- Weapon / Item placement doesn't feel right at the moment. I think it would be better if you removed the keg and replaced it with the 100 shield, and replace the 100 shield on the lower level with the amp or another weapon. The lower middle area feels quite empty at the moment and could use another weapon or something.
Keep up the good work
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K here are a few errors that I've noticed that need to be fixed before the final release:
I've noticed on your rotating meshes you can actually fall through them, and even end up inside the pipe:
Another error I've noticed is that the height of the blocking volumes use on the radio antennas is too high so you character appears to float on it:
But apart from that the level looks great!
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HI
I dl-ed and...
First thing: Good job.
Cant't test gameplay though cause of bad performance.
Now some critics:
I had a short look at ONS-volcano high and noticed some things which I'd like to see different in this map:
I didn't see any semisolids in the map. Though I don't know much about them I think they could help performance. You should also use more static meshes for detail which doesn't have large polygons. The bridge in the middle of the map consists of several small Static meshes, it may be good to use less bigger ones.
The zoneportals are too big, Don't make them bigger then the opening they cover, they need to be as small as possible (but don't make them high poly). Antiportals on the other hand need to be as big as possible, there are several small and quite useless antiportals in your map. Aswell it is senseless to try to occlude something whith an antiportal already beeing occluded by zoning.
Has nothing to do with this map but you didn't use fluid surfaces and environment maps in ONS-VolcanoHigh.
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One more note on my Zoning: If you rebuild my version in the editor you have to set the build options to portals cut all. This is because of the way i placed the portals. Aswell the rebuild geometrie button might not work very well with my zones instead use the rebuild all button. If you don't want to rebuild pathing or lighting every time you can disable them via the build options.
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Originally posted by JP-Studios
That's what the research Facility looks like.
And Check your email at your website too. I send you some small screencaps it's a glitch I'm working out.
Please don't tell me you guys have taken yet another map into your pack? ****!!! Stop taking people into your mod group, just let them map in peace!!
oh and mapper please keep the map without rain like in the above pictures!
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Oo; now what in the name of Zarqoun are you going on about now U.p.? Inc'ing Djsilt will be Oo oro? 4 Mapper, plus a few other people that having mapping experince, but not mappers. SO yes inc'ing DjSilt that might be enough mappers. But no one ever said they couldn't donate a fresh new map to the pack.....Also the above said Screencaps are from Appleseed the movie (2004) and me and Djsilt were discussing taking a copy of Kurami and building upon it to create that which is above in that post of mine. They are similar to the fact that the research facility could be built using kurami as a baseline for teh layout. It shouldn't be that hard U.p. and it would go nicely with the team pack thats being worked out.......
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