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CTF-PurificationNecris beta 1

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    CTF-PurificationNecris beta 1

    Name:CTF-PurificationNecris
    Version:Beta 1
    Compatibility: patch 2.0 or superior
    Description: When the squad necro kept prisoners, they went through a processing of purification, ie celebral washing and removal of all fluids from the body, then receive a new command, to destroy all forms of life to what find the front

    Comments: the map has a light serene,a gameplay objective, added several UTDeployable over the map to facilitate a possible strategy, on the more ... I hope you enjoy,

    Screenshots:

    By wolfbad6 at 2009-06-07

    By wolfbad6 at 2009-06-07

    By wolfbad6 at 2009-06-07

    By wolfbad6 at 2009-06-07

    By wolfbad6 at 2009-06-07
    Credits: Epic games UE3 , David Lisboa
    Homepage: http://www.symphonyhell.blogspot.com/

    Download:
    via 4shared.com

    via fileFront

    via ModDb
    enjoy
    cherrs to all

    #2
    I'm at work now but for what I can tell from the pics, it look good

    Only odd thing imo is the lighting. Not that I don't like it but your primary light source are yellow but your lit is red ? When you use some red & yellow lights sources in the same pic the red lights size & brightness are half the yellow one so it doesn't make sense to me that the surrounding is more red than yellow

    The layout, architecture & mesh work are looking very well made

    Comment


      #3
      Originally posted by stevelois View Post
      I'm at work now but for what I can tell from the pics, it look good

      Only odd thing imo is the lighting. Not that I don't like it but your primary light source are yellow but your lit is red ? When you use some red & yellow lights sources in the same pic the red lights size & brightness are half the yellow one so it doesn't make sense to me that the surrounding is more red than yellow

      The layout, architecture & mesh work are looking very well made
      thanks stevelois

      I also copied some Meshes inside this map, I ordered the lights on a tip from an art teacher and she told me, that tone brown with red would be nice,
      on the next version I will further impact on the lights, this my friend suggested me this,i we further testing,

      on the more , Glad you liked, I hope you too enjoy the gameplay

      Comment


        #4
        I'll try your map for sure but I can't say when because I'm quite busy ATM in RL

        For the little time I have left when I'm able to UT-ish, I work on my second map & it's not a lot so... but I'll try it out.

        For what I can tell, you use mostly the same package as I do & even some mesh work are very similar lol I think that you have a lot of lighting possibility to make the meshes stand out more.

        I really like the fact that you use brown/red-ish colors because it fit well with yellow & work well with Necris assets

        The only thing I don't like is the "bridge" in the 2 first pics that are made with Liandri support assets. Not that I don't like it, it's the mesh choice that I dislike. I would tend to use some Necris assets but not the Necris walkway assets because they're use to much often & you can use mesh work or BSP to make a nice one.

        Comment


          #5
          Originally posted by stevelois View Post
          I'll try your map for sure but I can't say when because I'm quite busy ATM in RL

          For the little time I have left when I'm able to UT-ish, I work on my second map & it's not a lot so... but I'll try it out.

          For what I can tell, you use mostly the same package as I do & even some mesh work are very similar lol I think that you have a lot of lighting possibility to make the meshes stand out more.

          I really like the fact that you use brown/red-ish colors because it fit well with yellow & work well with Necris assets

          The only thing I don't like is the "bridge" in the 2 first pics that are made with Liandri support assets. Not that I don't like it, it's the mesh choice that I dislike. I would tend to use some Necris assets but not the Necris walkway assets because they're use to much often & you can use mesh work or BSP to make a nice one.
          thx stevelois
          Clearly I will improve much in the next version of this map , its very good tip on Liandri assets, want to put a more dynamic lighting, add some Meshes etc
          I now work, in my Previous map DM-BlackRock want to make two new versions this map ,


          and really, have things we use and that seem very , like much of his other map DM-Nano , style fearlees ,lost cause very good , actually seem quite the way to build, very similar LOL, once again thanks for the tips,

          see yeah

          Comment


            #6
            Hey

            Good to know your gonna do some improvements to at least make a more suitable bridge & others aspects.

            I remember have downloading DM-BlackRock & others stuff, but sadly, I had a HDD prob so I lost all my temporary stuff. I do like that map & it look very familiar with this one, at least from pics. I'll download it again

            I think that all Necris maps look the same since the packages are limited in term of meshes, but I was more referring on how you use the meshe, the mesh work & not the meshes themselve. But anyway, it look very good already & it will be surely even more visually pleasing when you put the emphasis on lighting

            C'ya

            Comment


              #7
              Originally posted by stevelois View Post
              Hey

              Good to know your gonna do some improvements to at least make a more suitable bridge & others aspects.

              I remember have downloading DM-BlackRock & others stuff, but sadly, I had a HDD prob so I lost all my temporary stuff. I do like that map & it look very familiar with this one, at least from pics. I'll download it again

              I think that all Necris maps look the same since the packages are limited in term of meshes, but I was more referring on how you use the meshe, the mesh work & not the meshes themselve. But anyway, it look very good already & it will be surely even more visually pleasing when you put the emphasis on lighting

              C'ya
              right here at home, always play on your map DM-station 12, me and my brothers like of your map, and also we hope soon the DM-Nano,


              I have several plans, import all content to my map DM-the lords of mergge, , already imports all mesh, just missing the textures and then create materials, I now more attention to DM-BlackRock,

              c'ya bro

              Comment


                #8
                Ho, so you play Station12, glad to hear it

                I remember seeing pics of "DM-the lords of mergge", I also comments (post #7). I hope that this map will include everything in 1 package

                As far as I can say, visually, you have the eyes I'm looking forward the next version

                Ciao

                Comment


                  #9
                  Hey dude

                  I've play the map & I must admit I have mixed thoughts...

                  I like the layout very much, it's a very nice one The audio aspect seem ok but I didn't very paid attention on my run but since I didn't encounter odd sounds, it must be fine for a beta. I nevery really check that on beta stage, only in RC stage.

                  The mesh work is also nice but still there are a lot of them that aren't well aligned. Maybe it's just me but I found plenty of them like windows frame, ceiling lights, pipes, etc. Anyway, everyone don't care about these things so you can forgive it.

                  The aspect I really don't like is item placement, There are plenty of rooms to place items but there are some area that there is nothing & others that have 2-3 weapons very close to each others which only concentrate the gameplay on specific spots & don't use others areas at all.

                  In the shock room, you collide with the "floor" & also taking damage when touching the green nano. I don't know why I'm supposed to get damage from touching some green stuff on the ground while I don't get any damage by swimming in the Nano in the middle of the map or in the Nano base ?

                  The 2 belt in front of each other is also not a good idea. Putting 200 armor so close when you can reach the platform by translocate in 5 secs ruins the gameplay. Combining that with the invicibility, nothing can stop the flag carrier. I would suggest replace the belt with sniper on both side & put the belt in place of the powerup to balance that area.

                  The powerup in the middle (in the nano stuff) is a good spot but it take to long to reach if you want to keep it. The PP volume there is also much to dense IMO. I would suggest to found a better color because the actual green is very "flat". I know it ain't supposed to be clear but no offense this is way to blurry IMO & don't look like nano.

                  Same thing with the Nano on each base, it's very blurry & also you collide on stuff on the bottom.

                  In all, it's a good looking map, but I think you should put the emphasis on items placement to more balance & enhance gameplay / flow & get rid of others stuff like the slow field & spider mine before publishing another beta.

                  Hope that help & don't hesitate to ask if you need something

                  Good luck bro

                  Comment


                    #10
                    thanks stevelois
                    Clearly I will analyze it, I appreciate your opinion,,

                    hey at the right time I will ask you some things oks,

                    thanks you for attention ,

                    ciao

                    Comment


                      #11
                      No prob bro, I know it ain't much but I think the smallest things can be helpful so don't hesitate, it's fine with me

                      Chaow

                      Comment

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