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DM-Biogen

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    DM-Biogen

    DM-Biogen
    This is my second map ever, and my first one to be completed.
    I created it with the classic "UT 2004 arcade" style. I also placed the lights so you know what weapon that will come around the corner
    It's pure deathmatch, all weapons included, Bot paths and some health pickups.
    After a few matches, I recommend you to play team deathmatch, 3 players in each team.
    Basicly, the map is a small deathmatch map, divided into 2 floors, with weapons and pickups on each one.
    Enough talk ^^
    Here's some screenies:




    Download the map here: http://rapidshare.de/files/23221571/DM-Biogen.ut2.html
    (sorry for rapidshare link, i just don't have any place to upload it)

    Anyway, Have fun, and tell me what you think!

    #2
    Where’s all that colourful light coming from? You have sources put each one is generating far to much light in your map which makes the light look strange. The roofs in your map are just flat and boring try and add detail to the roofs, a good roof can make are break levels imo. The last picture you have that very steep slope which is too steep and the textures just look bad to me. The corridors are long and repeative and drives me crazy just playing it. In all the map is not very good and I ended up deleting it after about 5 minutes of play, better luck next time.

    Comment


      #3
      Originally posted by D1zzy
      Where’s all that colourful light coming from? You have sources put each one is generating far to much light in your map which makes the light look strange. The roofs in your map are just flat and boring try and add detail to the roofs, a good roof can make are break levels imo. The last picture you have that very steep slope which is too steep and the textures just look bad to me. The corridors are long and repeative and drives me crazy just playing it. In all the map is not very good and I ended up deleting it after about 5 minutes of play, better luck next time.
      Ouch he said it was his second map geese
      any way ace good job but you need to fix some things like dont make that sloop too steep unless you want it so that you cant go up it and also try resizeing some textures cause some dont look right but overall gameplay is quite fun

      Comment


        #4
        Shows promise.

        You used a floor texture for the ceiling. Makes it look like some of the tiles could fall down any second.

        Comment


          #5
          Thanks for the feedback all of you
          I'll keep these things in mind ^^
          The next map i will release, is probably going to be a bigger DM map, with more detail and better lights
          Also, the slopes are walkable, even though they are steep :noob:
          Anyway, i'll try to make a better, bigger map now ^^

          Comment


            #6
            Originally posted by Xyx
            You used a floor texture for the ceiling. Makes it look like some of the tiles could fall down any second.
            So you've never seen ceiling tiles before? :noob: It doesn't matter if a texture is marked "floor" or "wall", it depends how you use it and if it looks good

            The main problem with this map is it's too linear - the corridors feel cramped and not connected enough to the rest of the map. There are lots of other ways of connecting different areas rather than use long corridors. Steep slopes are a problem because it's very difficult to see and dodge while walking up them. Either a shallower ramp, a lift or a jump pad is a better way to connect floors. Dodge ramps (even steeper ) can be added as an alternative route.

            The colours are very bright but they help distinguish different areas quite well, I've seen a lot of first maps that only have plain white lights and nothing else. Lighting always looks better with slight colour and more variation in light and shadow.

            Here are a few links for you
            http://www.planetunreal.com/teamvort.../lighting.html - DavidM's lighting tutorial. This is for UT99 but the basics still apply for 2K4.
            http://www.cliffyb.com/rants/ut-ld-tips.shtml - CliffyB's tips (also written for UT99 but still applies)
            http://corsix.planetunreal.gamespy.com
            http://architectonic.planetunreal.ga...rst_level.html
            http://wiki.beyondunreal.com/

            Comment


              #7
              Originally posted by Acegikmo
              (sorry for rapidshare link, i just don't have any place to upload it)
              Mapraider.com is your friend

              Three additional mirrors:

              http://www.mapraider.com/maps/?fileid=3776

              Comment


                #8
                Originally posted by D1zzy
                Where’s all that colourful light coming from? You have sources put each one is generating far to much light in your map which makes the light look strange. The roofs in your map are just flat and boring try and add detail to the roofs, a good roof can make are break levels imo. The last picture you have that very steep slope which is too steep and the textures just look bad to me. The corridors are long and repeative and drives me crazy just playing it. In all the map is not very good and I ended up deleting it after about 5 minutes of play, better luck next time.
                You're getting better at it D1zzy, maybe next time you'll even be completely constructive in your criticism. Acegikmo, see you on MSN soonish.

                Comment


                  #9
                  You're getting better at it D1zzy, maybe next time you'll even be completely constructive in your criticism.
                  I think hell will freeze over first before that happens...

                  Comment


                    #10
                    Thanks for the links people ^^
                    It really helps

                    Comment


                      #11
                      Originally posted by Hazel.H
                      It doesn't matter if a texture is marked "floor" or "wall", it depends how you use it and if it looks good
                      I quite agree. I'm just saying that to me, it looks like a floor.

                      Comment


                        #12
                        The floor and ceiling textures do not match the walls you used well.

                        Use a more "technological" texture to make your map really feel like its in a real place.

                        Comment

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