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Dm-ChinaTownGarden

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    Dm-ChinaTownGarden

    Namem-ChinaTownGarden
    Version:0.1beta
    Compatibility:PC,if anyone can point me a tutorial to put it on ps3 also on pc3
    Description:A Playground in the middle of a big town (:
    Comments:This is my very first map the UE 3 is so awesome i puted some hours on this but for first try i'm preety happy with it (: tell what do you think
    Screenshot:



    Credits:Claudespeed
    Homepage:N/A
    Download:http://www.filefront.com/14160987/DM-China.ut3

    #2
    no feedback? come on guys its my first map say something

    Comment


      #3
      Would like a link so I can download.
      Will give feedback after I have tested the map.

      Comment


        #4
        Originally posted by Adversary View Post
        Would like a link so I can download.
        Will give feedback after I have tested the map.
        uploaded (:

        Comment


          #5
          seems the map have some essius on the texture of the roof and the grass part and also the sides of the map tomorrow i will upload a new file fixing this bugs for now test it like that (:

          Comment


            #6
            Alright dude I just played your map and well don't take this the wrong way but it really needs some work.

            Gameplay:
            So I played with two bots on masterful and got 26 kills before I died my first time. >.> Thats not something you want to happen in your map.

            -The spawns are all close together you need to spread them out. Spawns are way too predictable. Who ever gets the first kill in this map is usually the one who wins
            since he/she/it has a major advantage being able to collect all the power ups and know where the enemy is spawning.

            -The jump boots are unnecessary on this map.

            -Your map in general is way too small. You could add like a hallway or something that leads under the two bridges. Even with just 2 people its still too small.

            -Very little to no z-axis fighting.

            -Powerups on small maps such as these should be left out ex: the keg o' health should be replaced with just a regular medium health. Its just too overpowered.

            -You can't pick up the deployables. Nodelockers don't work in regular deathmatch if you want to add deployables you have to use the weapon locker(like the ones holding all the weapons on the map right now) for DM maps. Even if you could I looked and saw that the weapon was slow volume which could potentially be placed on those big groups of spawns and would get the user cheap kills.

            -All of your weapon pickups are in only a handful of places you may want to just use a weapon pickupFactory instead of a weapon locker. This makes navigating around your map rewarding and keeps the action evenly distributed rather than just being in one spot.

            -No cover,walls anything really that gives a spawning player some help.

            -This http://img268.imageshack.us/img268/2448/ss012344.jpg

            is bad it hinders movement, ****** people off and slows gameplay. Try to avoid this. You want people to have smooth movement through your level.

            -Health vials are placed towards one side which isn't very balanced and gives players on the side closer to the vials an advantage.




            Graphical:

            It looks as though you're trying to make a futuristic sort of asian map i'd recommend looking at CBP3 DM-HongKong for ideas on backgrounds. The map even uses the same sky box you do so thats a plus right there.

            -http://img374.imageshack.us/img374/7664/3456453.jpg
            To get rid of this you want to duplicate(hold alt while you move it) and rotate your sky box like so and line it up so its fits perfectly to get rid of that or you could add a large plane and apply a city material to it whichever

            example of sky box:
            http://img359.imageshack.us/img359/1558/rotatj.jpg
            http://i207.photobucket.com/albums/b...17/rsrrssr.jpg

            -I noticed some of your materials don't line up properly you can fix this by holding Ctrl and clicking on the sides of the bsp, press F5 go to alignment click on plannar and hit apply. From this menu you can also rotate the material and change its size as desired.

            ex:
            http://i207.photobucket.com/albums/b...00ky117/rr.jpg

            -Try to experiment with different backgrounds and settings.

            You could go for the nightfall themed skybox you have right now or you could make it like other ut3 maps and have it raining and dark

            ex
            http://i207.photobucket.com/albums/b...y117/rrrrr.jpg



            ..........yeah its 1:00a.m. where I am so I better get some sleep anyway for your first map its decent, just has balance issues. I like the little bonsai tree you've got going

            http://i207.photobucket.com/albums/b...0ky117/rsr.jpg


            Oh and someone correct me if I'm wrong I don't want to be giving out wrong info.

            Comment


              #7
              Originally posted by Pookycs09 View Post
              Alright dude I just played your map and well don't take this the wrong way but it really needs some work.

              Gameplay:
              So I played with two bots on masterful and got 26 kills before I died my first time. >.> Thats not something you want to happen in your map.

              -The spawns are all close together you need to spread them out. Spawns are way too predictable. Who ever gets the first kill in this map is usually the one who wins
              since he/she/it has a major advantage being able to collect all the power ups and know where the enemy is spawning.

              -The jump boots are unnecessary on this map.

              -Your map in general is way too small. You could add like a hallway or something that leads under the two bridges. Even with just 2 people its still too small.

              -Very little to no z-axis fighting.

              -Powerups on small maps such as these should be left out ex: the keg o' health should be replaced with just a regular medium health. Its just too overpowered.

              -You can't pick up the deployables. Nodelockers don't work in regular deathmatch if you want to add deployables you have to use the weapon locker(like the ones holding all the weapons on the map right now) for DM maps. Even if you could I looked and saw that the weapon was slow volume which could potentially be placed on those big groups of spawns and would get the user cheap kills.

              -All of your weapon pickups are in only a handful of places you may want to just use a weapon pickupFactory instead of a weapon locker. This makes navigating around your map rewarding and keeps the action evenly distributed rather than just being in one spot.

              -No cover,walls anything really that gives a spawning player some help.

              -This http://img268.imageshack.us/img268/2448/ss012344.jpg

              is bad it hinders movement, ****** people off and slows gameplay. Try to avoid this. You want people to have smooth movement through your level.

              -Health vials are placed towards one side which isn't very balanced and gives players on the side closer to the vials an advantage.




              Graphical:

              It looks as though you're trying to make a futuristic sort of asian map i'd recommend looking at CBP3 DM-HongKong for ideas on backgrounds. The map even uses the same sky box you do so thats a plus right there.

              -http://img374.imageshack.us/img374/7664/3456453.jpg
              To get rid of this you want to duplicate(hold alt while you move it) and rotate your sky box like so and line it up so its fits perfectly to get rid of that or you could add a large plane and apply a city material to it whichever

              example of sky box:
              http://img359.imageshack.us/img359/1558/rotatj.jpg
              http://i207.photobucket.com/albums/b...17/rsrrssr.jpg

              -I noticed some of your materials don't line up properly you can fix this by holding Ctrl and clicking on the sides of the bsp, press F5 go to alignment click on plannar and hit apply. From this menu you can also rotate the material and change its size as desired.

              ex:
              http://i207.photobucket.com/albums/b...00ky117/rr.jpg

              -Try to experiment with different backgrounds and settings.

              You could go for the nightfall themed skybox you have right now or you could make it like other ut3 maps and have it raining and dark

              ex
              http://i207.photobucket.com/albums/b...y117/rrrrr.jpg



              ..........yeah its 1:00a.m. where I am so I better get some sleep anyway for your first map its decent, just has balance issues. I like the little bonsai tree you've got going

              http://i207.photobucket.com/albums/b...0ky117/rsr.jpg


              Oh and someone correct me if I'm wrong I don't want to be giving out wrong info.
              thank thank very much its my first map and that definatly help me too improve thank you very much

              Comment

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