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DM-1on1-ItHasNoName BETA

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    DM-1on1-ItHasNoName BETA

    Name: /
    Version: alpha
    Compatibility: UT2004
    Description: I've recently started this map, but I don't know if I should continue it. Does it look good? The style?...?
    Comments: Yes please
    Screenshot:
    (all the cogs you can see in those screenshots are movers and they spin)
    [screenshot]http://users.pandora.be/nicolas1/UT2004/new1.JPG[/screenshot]
    [screenshot]http://users.pandora.be/nicolas1/UT2004/new2.JPG[/screenshot]
    [screenshot]http://users.pandora.be/nicolas1/UT2004/new3.JPG[/screenshot]
    [screenshot]http://users.pandora.be/nicolas1/UT2004/new4.JPG[/screenshot]
    [screenshot]http://users.pandora.be/nicolas1/UT2004/new5.JPG[/screenshot]
    Credits: /
    Homepage: /
    Download: http://users.pandora.be/nicolas1/UT2...oname-BETA.zip

    #2
    It sure looks good for an alpha. But gameplay comes first. And I'm not sure how an 1on1 map would work in such an open layout. Maybe FFA would be better.

    Comment


      #3
      I agree with DimensionSeven.

      You have some skill with terrain. I'm not sure what the cogs do. Could you tell us how the cogs will function in the map. They have some purpose right? Is that going to be the extent of the map? I know you stated you just started the map. Is it all outdoors? I think its a tad earlier to ask others whether they like the concept or not. The lighting is not very good at this point (sort of like looking at the map in texture mode) so its hard to tell exactly how it will feel to play the map. Looks like a saw mill or refinery.

      If your looking for an idea that could take you a little further think about this idea.

      Turn that building into a saw mill. Use some large blades (See BR Slaughterhouse), create a mesh emmitter to spawn logs to by processed by the mill and have the logs dump into a stream. You could build a nice looking Windmill next to it. Have the windmill spin and have a series of cogs turn so it looks like the windmill is turning the blades. Just an idea.

      I say work on it a little more. Think of some more structures you could build based on the theme you have now. Good luck either way.

      Comment


        #4
        You really want to add some mountains or structures in the skybox, to give the map feel like it's part of a world. That makes it feel even more open.

        Comment


          #5
          Well from the screenies this looks nice
          but as DimensionSeven said for 1on1 it is way too open

          Mabe try and add some trees and bushes or maybe an
          exit/entrance in the terrain that leads to a underground tunnel (cq complex) so that you will have some more options to go to.

          Looking forward to see wot you will do wth it.

          Comment


            #6
            it looks good for a early start, the vegetation reminds me of oddworld strangers wrath, not sure what theme your going for a but a junkyard mixed with a jungle theme would be ace.:up:

            Personally i would add a lot more trees, make a canopy and have the sunlight peaking though with rays of light, this will make a mega cool atmosphere.

            The tile path your using doesn't fit, remove it and replace with a dirt floor, but use those steel floor plates in that mine map which came wiht UT2K4, it would look mega sweet then.

            The structures themselves look ok, lots of movers like cogs etc and machinery with steam or oil puddles would fit well. Strong rusting colours will help, make sure you get a variation in with them.

            Nice work, hope my suggestions help.

            MsM

            Comment


              #7
              Looks cool, I see potential for sure!

              It looks a bit overlit, I'd change the sunlight brightness down. Or maybe change it to a night time setting. That way your furnaces (or whatever they are ) will stand out more as well!

              Good luck.

              Comment


                #8
                Darkness or lightness really can't be a deciding factor right now, but it'll come later... work on gameplay first, and forget about fine-tuning the graphics for now. this map will be one that I'll keep my eyes on.

                Comment


                  #9
                  Thanks for the replies and sorry for my late reply

                  Anyway, I'll start off with some more screenshots and a BETA:

                  Screenshots:

                  [screenshot]http://users.pandora.be/nicolas1/UT2004/new6.JPG[/screenshot]

                  [screenshot]http://users.pandora.be/nicolas1/UT2004/new7.JPG[/screenshot]

                  [screenshot]http://users.pandora.be/nicolas1/UT2004/new8.JPG[/screenshot]

                  [screenshot]http://users.pandora.be/nicolas1/UT2004/new9.JPG[/screenshot]

                  Download:
                  DM-Noname-BETA.zip

                  First of all, I haven't really worked on detail yet. I've experimented with some stuff, but everything's still looking very BSP at this point (mainly because it is). IF any of you test the map you're probably going to mention it's hard to move in this map (walkways are too small, things are too high to simply jump to, ..., but I plan to work on that, somehow. And I've messed a little with lighting, but I can't say it turned out all right.

                  The cogs are used mainly for decoration and bringing the environment alive, however, there is a piston somewhere that can be used to get to a higher level. But since I never really intended to use it as an "elevator", it's not much, however, I plan to use the idea in a structure that's yet to come in that corner that's still empty.

                  I'd also LOVE to add those mountains, however, I'm gonna have to find a map that already has those in the skybox, because I myself wouldn't be able to do a good job at it.

                  And I'd also love to do the sunlight peaking through a tight forest covering everything, but hey laybe you're a great mapper, but I certainly am not

                  Comment


                    #10
                    looking a lot better now mate:up: .

                    However those panels every where don't look too cool, you've got too many and there to close together, break them up.
                    To give it a real junkyard feeling, add lots of rusting meshs. Also dark oily spots will help.

                    MsM

                    Comment


                      #11
                      To give it a real junkyard feeling, add lots of rusting meshs. Also dark oily spots will help.
                      Its in a desert i dont think that goes to well chang the terrain tex to a junkyard and that will sort it :up:

                      Comment


                        #12
                        I love what you did with the movers but the panels on the surrounding hills serve no purpose and just look out of place.

                        There is only one maybe 2 paths up onto the center structure.

                        It wouldn't have been much harder to add a few more player starts and decrease the BOT count.

                        Some weapon bases would be good too. BOTs don't move around at all.

                        There are also no shadows that I could see at all.

                        Comment


                          #13
                          Originally posted by cUnNiNg_StUnTs
                          It wouldn't have been much harder to add a few more player starts and decrease the BOT count.

                          Some weapon bases would be good too. BOTs don't move around at all.

                          There are also no shadows that I could see at all.
                          Well you know it IS a beta, I didn't bother doing any bot pathing or pickups or playerstarts yet...

                          Anyway, I appreciate all the comments, In the mean time, I've made some more progress, I might upload a second beta in a week or so...

                          Comment

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