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 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,
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
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,
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.
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
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
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,
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