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View Full Version : Anyone up for map beta testing again?


Bean
01-21-2002, 11:29 AM
DM-Kashmirea Beta for UT Deathmatch (http://galileo.spaceports.com/~bean/betatest.html)
866K zipped -> 2.2MB unzipped.

6-8 players.

Please, could I have the + and - s of the map? Thanks for your comments guys, they always rock! images/icons/grin.gif

NutWrench
01-21-2002, 11:32 AM
Downloading now . . .

Guest
01-21-2002, 04:28 PM
DM-Kashmireabeta :

What I thought was good : Nice lightening and lensflares, like making the lighting match the color of the lantern. Sweet texturing, geometry is clear and consise. The beams on the second floor look good. Lots of places for players to hide in the dark spots. Map is not too big or small. Nice botpaths. Weapon balance is good, well spaced, different types of them. Bottom floor movers are sweet.

What I thought was bad : You should make all candles and other meshes collide-able, and make the lanterns that hang down from the ceiling semi-solid, and take off rotation on all weapons. Some carpets on the second floor are completely dark, and you should try to lighten them up a little. The two movers that lead to the top floor are funky in that if your waiting for them to come up, and they do, they'll lift you up to the ceiling on an invisible surface of some sort. It could also use a few more healthpacks. The top floor seems a little empty, and it would be cool if you put an eagles-nest type structure in the middle of the 4 pillars, make a secret triggerable mover to get up to it, have it higher than the pillars around it, and put a redeemer up there. The same idea as the eagles nest in DM-KGalleon, except this one would be castle-style.

Overall, good map.

Bean
01-22-2002, 07:13 PM
You should make all candles and other meshes collide-able <font size="2" face="Verdana, Arial">A candle wouldn't stop you from running. images/icons/tongue.gif

and make the lanterns that hang down from the ceiling semi-solid, and take off rotation on all weapons<font size="2" face="Verdana, Arial">The lanterns were already non-solid to accomodate the corona inside. Also, I took the rotation off because it makes the weapons seems cleaner. Good suggestion.

Some carpets on the second floor are completely dark, and you should try to lighten them up a little<font size="2" face="Verdana, Arial">Done.

The two movers that lead to the top floor are funky in that if your waiting for them to come up, and they do, they'll lift you up to the ceiling on an invisible surface of some sort <font size="2" face="Verdana, Arial">Fixed.

Thanks for the input. I'm going to post the finished version on my site probably tommorow (pending more replies images/icons/grin.gif )

NutWrench
01-22-2002, 08:47 PM
Nice!

I would fix the stair trim (in the room with the four lighted columns) so that the top of it is level with the step edges. And I would add some trim to the other steps too and maybe to the edges of the upper walkways. (maybe some supports underneath?)

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I was going to mention the lift, too. images/icons/wink.gif

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I would probably take out the candles, too. That's an awful lot of meshes to render.

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WAY too many pathnodes. Slows down the map.

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I would add a few cylinder lights on the upper level near the windows to make it look like light is coming in from outside.

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Fix lightmap on the big lifts
The lifts don't light properly until they're about halfway up. This is easy to fix. Click on one of the movers vertexes that is inside the level, recompile and that will fix it.

[Explanation]
When the Unreal Editor compiles a map, it checks Movers to see whether or not they exist inside the level. If the Mover never enters the level, then in order to save compile time, the editor doesn't bother to calculate a lightmap for it. The editor uses the Movers pivot point to figure out whether or not the mover is actually inside the level (instead of doing a per-poly check, which would take more time). So as the Mover rises up, it will stay completely black until the pivot point passes into the level: then the lightmap will suddenly 'snap on.' Click on a vertex that is always inside the level and the lightmap will get calculated properly.
(You can also toggle bDynamicLitMover to False and use BrushRayTraceKey and WorldRayTraceKey to light your mover and its surrounding.)
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A few wall areas have mismatched textures. I would either use one texture or the other, or add some kind of transitional detail brush (like a doorway border. 3DR did this a lot in Duke 3D, where a detail like the metal ductwork was used as a seperator between two surfaces that had different textures)

Nice map!

Bean
01-22-2002, 11:57 PM
ok, fixed ALL of what what stated and will upload the finished map tommorow.

Thanks a boatload fellas. images/icons/grin.gif images/icons/grin.gif