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DM-Alpine & VCTF-Alpine by genthly - welcome to the Alps! PS3 D/L available!!
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Nice map, great visuals.
I found it a tad heavy on the FPS side of things, particulary on the open areas. (Prob due to all the Fx you have going in so many different places, that can be seem from various parts of the map, at the same time)
Good use of music and again really nice visuals.
Keep up the good work.
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this map is awesome, i don't know if you worked on bot paths for it and what not, but when i play with a few bots they always jump in the vehicle and eventually run into a wall and just get stuck there and shoot at me from the vehicle when i get close enough. I play it on the ps3 so i dont know if it's meant for all human players or if you worked on bot play or not, just curious, amazing map though, love it. (i mean the DM version)
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Originally posted by mikemyerz666 View Postthis map is awesome, i don't know if you worked on bot paths for it and what not, but when i play with a few bots they always jump in the vehicle and eventually run into a wall and just get stuck there and shoot at me from the vehicle when i get close enough. I play it on the ps3 so i dont know if it's meant for all human players or if you worked on bot play or not, just curious, amazing map though, love it. (i mean the DM version)
I'll work on it, when i'm done with DM-Shrift
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I played one hour yesterday night, here is my 2 cents
The overall map is really accurate, and it looks very nice.
I enjoyed very much playing at it, but i think that some important detalis (obviously IMHO) could be improved to take this map from "very nice" to "absolutely amazing"
Gameplay
1- The whole idea of location-base background music tracks is intriguing, and I love how it takes the game to a higher level of entropyThe tracks are so beautifull and suitable for this game. Unfortunately, the volume is too much high compared to other maps and the overall sound environment, so when in the middle of those locations the noise is a little too much disturbing and distraction. Maybe lowering the volume of a 30% should do the trick
2- The outer environment (between the trees) is really too dark and so the gameplay in that section with more than 3 bots is very confusing. Maybe an increase of 20% of brightness would help
Visual elements
3- The waterfalls that comes down from the peek of the mountain are amazing, but in the lower part their appearance is a bit awkward. Infact in the point where the water falls into the bed of the river, the ground under the water is visible and its brightness is too high, so it appears a sort of light-blue trangular-shaped section that makes that point really unrealistic. Maybe making the background deeper and adding more water particles will eliminate the artifact
4- The water in the lower part of the river (in the section under the bridges, before the last waterfall) is completely still (it not seems to flow through the river bed), and this drastically reduce realism.
Thankyou again for creating and sharing this map with a great potential.
I seriously hope you'll hear and appreciate our feedback
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Originally posted by NinjaCross View PostI played one hour yesterday night, here is my 2 cents
The overall map is really accurate, and it looks very nice.
I enjoyed very much playing at it, but i think that some important detalis (obviously IMHO) could be improved to take this map from "very nice" to "absolutely amazing"
Gameplay
1- The whole idea of location-base background music tracks is intriguing, and I love how it takes the game to a higher level of entropyThe tracks are so beautifull and suitable for this game. Unfortunately, the volume is too much high compared to other maps and the overall sound environment, so when in the middle of those locations the noise is a little too much disturbing and distraction. Maybe lowering the volume of a 30% should do the trick
2- The outer environment (between the trees) is really too dark and so the gameplay in that section with more than 3 bots is very confusing. Maybe an increase of 20% of brightness would help
Visual elements
3- The waterfalls that comes down from the peek of the mountain are amazing, but in the lower part their appearance is a bit awkward. Infact in the point where the water falls into the bed of the river, the ground under the water is visible and its brightness is too high, so it appears a sort of light-blue trangular-shaped section that makes that point really unrealistic. Maybe making the background deeper and adding more water particles will eliminate the artifact
4- The water in the lower part of the river (in the section under the bridges, before the last waterfall) is completely still (it not seems to flow through the river bed), and this drastically reduce realism.
Thankyou again for creating and sharing this map with a great potential.
I seriously hope you'll hear and appreciate our feedback
I'll do what i can to make Alpine better next time, after all, before releasing this map i was new to this business- this was my first map, and i didn't think about starting a beta thread - my fault. But right after i'll finish my work on DM-Shrift i'm gonna polish Alpine. About the loud music - you can turn down the enviroment volume, that'll do it for now)
PS. Thanks to all of you who are helping me get through all this. It makes me feel like making more and more maps
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Originally posted by genthly View PostThanks for the feedback) started doing UT3 maps
Originally posted by genthly View PostI'll do what i can to make Alpine better next time, after all, before releasing this map i was new to this business- this was my first map, and i didn't think about starting a beta thread - my fault. But right after i'll finish my work on DM-Shrift i'm gonna polish Alpine. About the loud music - you can turn down the enviroment volume, that'll do it for now)
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I call a non-first map. You must have had an education in these things, studied 10x extra beforehand, and/or made other maps with other games.
This is not your "first" map. Yes, experience with other 3d game programs counts too.
A "first" map must and always will be average at best because of how unskilled and unknowledgable the creators are at the time.
Also...
VERY nice maps!
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Originally posted by THE_SPELUNKER View PostI call a non-first map. You must have had an education in these things, studied 10x extra beforehand, and/or made other maps with other games.
This is not your "first" map. Yes, experience with other 3d game programs counts too.
A "first" map must and always will be average at best because of how unskilled and unknowledgable the creators are at the time.
Also...
VERY nice maps!
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