View Full Version : Map testing
smattbac
02-06-2002, 01:52 AM
It's one of those again. images/icons/smile.gif
It isn't really playable yet but you can run around and tell me what you think (hopefully images/icons/wink.gif ).
Download (http://www.multi.fi/~mattbeck/su/maps/DM-xxx02.zip)
There's some secrets in there too, tell me if you find them.
And it uses some custom textures.
Nice flow... but SUPER DARK.
NutWrench
02-06-2002, 02:40 PM
I like the layout, too. I think the central area is too big myself. It feels too open. I would partially block a few areas and add more stuff to hide behind (and for ambushes).
In the areas where you have three stacked lights under each light fixture:
Delete the top and bottom lights and make the center light a Cylinder Light with a radius between 4-6 (in the light properties under 'Lighting-->LightEffect') and I think you'll get the effect you're looking for. Make the surface texture of the light "Unlit" and it will stay at it's default brightness no matter where you position the lights.
I would add more variation in the light color. On the lower level, where you have flourescent lights, perhaps blue-tinted lights?
Like Bean said, the non-lit areas are real dark. You could add a ZoneInfo to your map and in its properties under 'ZoneLight' give the AmbientBrightness setting a value of around 20 or so. This will increase the general brightness of the overall Zone, (sort of like a poor-mans radiosity setting) and make it look like the lights are dimly lighting the entire room.
On the exploding wall: I would reduce the damage threshold on the trigger low enough so that the secondary fire on the Ripper could set it off. Otherwise, only the rocket launcher can do it.
Don't forget to Pathnode your level, otherwise, the bots will just hang around the respawn points.
Minor stuff:
Lower level: Next to the pool. Make the wooden barrels non-movable (in Advanced properties change bMovable to False). Otherwise, someone could push them into the path of a bot and affect the way the bot moves through that map section. (This would only affect bot play. People are smart enough to destroy the barrel or find a way over or around it.)
smattbac
02-07-2002, 01:22 AM
I like the layout, too. I think the central area is too big myself. It feels too open. I would partially block a few areas and add more stuff to hide behind (and for ambushes).<font size="2" face="Verdana, Arial">Yeah, I think that one area is a bit too open to, plus you already see 200+ polys in some views there.
Delete the top and bottom lights and make the center light a Cylinder Light with a radius between 4-6 (in the light properties under 'Lighting-->LightEffect') and I think you'll get the effect you're looking for. Make the surface texture of the light "Unlit" and it will stay at it's default brightness no matter where you position the lights.<font size="2" face="Verdana, Arial">If I do that, it will only light with a radius of 4-6. The middle light is a ambient light of some sort, that lights up the map with a radius of 24 (or something like that), the top one is to light up the lightsource itselft, and the on at the bottom is to make it look like it's brighter (focused or something..).
There's still some work to be done, I know. I just wanted someone elses opionion.
Thanks for the feedback. images/icons/smile.gif
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