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VCTF-Raven_Creek[UPDATED][PICS]

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    VCTF-Raven_Creek[UPDATED][PICS]

    Name:Raven Creek
    Version:Beta2
    Compatibility:PC UT3 2.0 (PS3 version soon)
    Comments:I made this for a class and decided it might be good enough to post here.
    Download: http://www.megaupload.com/?d=RQ9HK82G
    Screenshots



    #2
    t seems vaguely reminiscent of beaver and battle creek from Halo and Halo 2.

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      #3
      look good downloading

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        #4
        From the images it looks nice. Although I'd make some variations on the river (beds and what not). Perhaps add some more decorations (larger mountains, etc.) behind the mountains to make it look a bit more natural?

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          #5
          Hi!

          First off, I love the map. It's got a great outdoorsy feel, and is VERY pretty. I've screenshotted a couple problems I found. Other than that, I think the fun level of this map is going to depend entirely on vehicle balance and preventing chokepoints from existing. Oh, and I'd ditch the invulnerability and swap it for maybe an invisibility or a damage amp or something. Invulnerability can be a game-killer for vctf... your call though. I'm no super-genius.

          Good work so far!

          You can see under the water here:


          This part of the fence is floating above the ground:


          It looks like this red base symbol is just kind of floating there. You might think about changing the material on it to make it a solid rather than a hologram looking thing. The package that has that mesh has a good rusted looking red/blue material you could use.


          This is the one I have no idea how to fix. There's a couple spots where the water mesh changes and you can see a definite line between them (usually when the water changes directions). I'm not sure what to suggest here. You might try asking in the level editing forum if you're not sure either...


          In one of the side tunnels, there is a health pickup and thigh pads that are floating on the water instead of at the bottom. Not sure if this was on purpose or not...

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            #6
            Re:TheVoid34

            Thanks that's some good feedback right there. The water wasn't swimable until right before I turned it in to school so that's why it is so straight looking and that stuff is floating. I fixed pretty much everything you brought up here except for the water where it changes angles. I checked some official maps and you can clearly see the same thing on some of them. The only way to get around it would be to probably make a static mesh in Maya or 3DS and import it.

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              #7
              I am not exactly feeling the mountains surrounding the level. It kind of makes me feel like i am in a little sandbox. I think the mountains need to be opened up a tad bit, with added meshes and scenery to make it feel more like a vast mountain range.

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                #8
                I know what you mean, like I said, I didn't have the faintest idea how to remedy the situation. A static mesh might work, but then you'd have the seams from THAT static mesh to worry about...

                Maybe some sort of emitter? Or some sort of lighting tricks? I'm not the best at lighting, but I'll see if any of my mapping friends have any ideas (they visit these forums, so you might get them swinging through here anyways).

                By the way, what's an official map where the water changes? I've never really noticed it before... but haven't gone out of my way to look...

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                  #9
                  I can't remember what map I saw that in but this a a pic from Torlan Classic that has a seem in the water.

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                    #10
                    erm, where's the vehicles?

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                      #11
                      I haven't implemented them yet. I originally named it that to test it with the hoverboard and never renamed it. I might add some Manta's with their own launch tubes or something though.

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                        #12
                        This map is fun. I love the launch tubes!

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