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DM-Myth
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Could end up being a great 1 on 1. :up:
Now for the criticism.
- Textures in some places could do with scaling down
- "Lights" in some places could do with brightening whilst some others could do with dimming down.
- Doors are too low, need some jump height added to them.
- From the small outdoor area the arched tunnel is too low, you need to duck to get through. Needs heightening.
- Once through the tunnel, immediately to your right is a ramp, it needs altering to blend with the terrain, or alter the terrain to suit the ramp.
- Could do with some nice suitable ambient sounds.
- The weapon and pick up bases looked out of place with the current texture, I suggest you make them invisible and create a mesh to act as a base.
[Similar to what I achieved here]:
The plus points.
- Bots played well.
- Layout was pretty good.
- Appeared to be well optimised. (Only played it in IS)
If you clear up the critical points you may see your map played often. :up:
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I just played it too. It looks pretty decent but maybe a bit dark (and some of the lens flares on the orange lights look a bit off-center so you may wanna fix that). It runs well. I didn't see the bots go for the lift that much but maybe I didn't see a whole lot of their match so I probably missed it, but they were good here. Just a small visual thing with the skybox here, as told in this picture. Otherwise, you've got a decent-looking map going here IMO.
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ok its a pretty nice map, but i kinda felt like i was in a hobbits house because of the tiny size. here are 4 things that i noticed that was a problem.
ok the skybox looked nice, i dont know why his showed up pixelated, but the weapon thingy... that texture makes it seem like ****
these chains really got in my way. i would change the collision on them so they dont block karma or actors.
these also got in my way, and i dont really know what the point of them are.
and last but not least, the tunnel arch..... really short
but like i said, the maps looks nice and bots play well on it, but its really boxed in/hobbit sized if you will. i would change the heigth of the doors.
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Thanks for the great comments and suggestions everyone! I've uploaded a new version that has taken care of most of the things that have been mentioned.
- Textures in some places could do with scaling down
The wall and floor textures should be the same scale everywhere, if you could be more specific I could take a look at it.
- "Lights" in some places could do with brightening whilst some others could do with dimming down.
I brightened up a few of the darkest places. I personally don't think any of the map is too bright, I was more concerned about people thinking it was too dark.
- Doors are too low, need some jump height added to them.
It seems like I get this complaint with nearly every level I make, but I never learn. Oh well. I made the doors 25% taller where I could. I think there were only four where there wasn't enough room.
- From the small outdoor area the arched tunnel is too low, you need to duck to get through. Needs heightening.
I made the entire tunnel a bit taller.
- Once through the tunnel, immediately to your right is a ramp, it needs altering to blend with the terrain, or alter the terrain to suit the ramp.
Fixed.
- Could do with some nice suitable ambient sounds.
I'll work on this.
- The weapon and pick up bases looked out of place with the current texture, I suggest you make them invisible and create a mesh to act as a base.
I'll work on this.
- Pixelated sky
I have no idea what's causing that. It should look like it did in Juggalo's screenshot.
- these chains really got in my way. i would change the collision on them so they dont block karma or actors.
Done.
- these also got in my way, and i dont really know what the point of them are.
Removed.
Edit: The map has been updated again. The weapon bases have been changed and a lot of architectural changes have been made as well. The screenshots in the first post have been updated.
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ok i just got done playing the updated version of the map. much nicer now. i can accually jump in the tunnel and in doorways, and not getting stuck my those chains. but did i see new spots in the map? because i didnt reconize some places... maybe i just missed them the first time i played it.:up:
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Originally posted by {MM}Juggalo_kyl
but did i see new spots in the map? because i didnt reconize some places... maybe i just missed them the first time i played it.:up:
Another new version is up. I made a few more architectural improvements and swapped the Bio Rifle and Sniper Rifle spawns.
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