View Full Version : Want to test a map?
yossa
08-13-2002, 04:43 PM
I don't see any graphical glitches, the gameplay seems to be smooth, but I'm affraid you've put too much attention to eyecandy. The low-enders are still there you know images/icons/smile.gif . Reducing number of polys here and there would do no harm to the overall feeling I have about your map by far.
NutWrench
08-13-2002, 07:53 PM
I think the respawn points are too exposed - they're right in the middle of the hallways. I would re-locate them (I saw several spots) or create a few little alcoves. This also prevents other players from getting a cheap frag when they pass through the respawn point just as you're respawning.
LeJimster
08-13-2002, 08:44 PM
I think its pretty nice, reminds me of Doom in a way. Nice feeling to it. Only thing i wanted to do was get the U damage, i notice theres no triggers or anything to get to it.
So i presume its not finished yet?
Still i think its not to graphically complex and i wouldn't suddenly remove lots of your details to lower the polycount cuz it doesn't need it at all, its only a small map so its no big deal.
If everys1s maps are like this or better for UT2003 i think we are going to be in for some treats.
Oh i think the spawn points are fine too, because its only designed for 1 on 1 really.
Edit - How would you mappers/mod makers feel about a site devoted to just that. a forum to show off your work and ask for beta testing from other mappers/mod makers, a place you can share your ideas and work, get them reviewed etc? If theres a site like what im proposing already out there, can u give me a link to it, cuz this is what im planning on creating for UT2003.
[ 08-13-2002, 08:47 PM: Message edited by: LeJimster ]
smattbac
08-14-2002, 12:10 AM
I few months ago I told myself, never again. I wouldn't touch UT or UnrealEd until UT2003 was out..
Ahem.. images/icons/wink.gif
So, here's a small Deathmatch level for two players. I focused mostly on making it fun and balanced.
I'd mostly like to hear if you think it's a fun map to play and suggestion on how to improve it.
But bugs and other comments are welcome too. images/icons/smile.gif
[Edit] Scroll down for download link.
[ 08-15-2002, 01:40 PM: Message edited by: smattbac ]
yossa
08-14-2002, 12:41 AM
Downloading now.
I'll try to mention things other than what's already been mentioned.
Firstly, it looks great. Excellent choice in textures. They all go really well together.
I agree on lowering the poly count but I understand how difficult it is to leave things out when they look great. I noticed that one of the decorative brushes was green (looked at the level in UEd as well). Perhaps make more of them semi-solid (pink). They will still block players and other actors. You really don't need all those solid adds.
Try changing some of the lighting to get more of a dramatic effect, ie., use cylinder lighting as well as the ambient lighting. Perhaps a little colour lighting.
In all though, I was impressed. Very nice work.
Oh, and I was able to get at the u-damage with the translocator. Cool.
LeJimster
08-14-2002, 07:21 AM
Originally posted by js:
Oh, and I was able to get at the u-damage with the translocator. Cool.<font size="2" face="Verdana, Arial">Well thats friggin marvelous, but the map is designed for 1on1. U know duels? You dont have a translocator as default in DM or LMS. It's just not standard.
smattbac
08-14-2002, 08:54 AM
You're not supposed to be able to get the U-damage. Bad boy, js. images/icons/wink.gif
I know the polycount is pretty high in some places. I didn't really care about that when making it. And I don't think I want to remove anything either, it was meant for higher end users.
Some, or atleast in one place, a few brushes are non-solid, i.e. green. It was the only way to get rid of a bsp error.
And some others were made non-solid so you wont get stuck on them when moving close to the wall.
Thanks for the feedback guys. images/icons/smile.gif
Originally posted by LeJimster:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by js:
Oh, and I was able to get at the u-damage with the translocator. Cool.<font size="2" face="Verdana, Arial">Well thats friggin marvelous, but the map is designed for 1on1. U know duels? You dont have a translocator as default in DM or LMS. It's just not standard.</font><hr /></blockquote><font size="2" face="Verdana, Arial">D'oh !
smattbac
08-15-2002, 01:37 PM
New version
Not that many changes. Mostly visual ones.
This might be what the final map will be like.
[Edit] Keep scrolling. images/icons/smile.gif
[ 08-19-2002, 12:44 PM: Message edited by: smattbac ]
smattbac
08-17-2002, 01:04 AM
Hey, a question. Did any of you think that there were too much health packs/vials?
I'm getting some complaints about this. Altough I don't think it's too much.
my turn! images/icons/smile.gif
-The map is way too dark. i suggest upping some light radii/brightness. This becomes a problem around stairs and elevators.
-no dynamic sounds?
-frame rate dies in the open. It dips for my hefty machine (1 ghz). Maybe more optimization? (zoning your map would help)
-the map seems bare. break up the open areas will some crates or deco.
-add more cool looking architecture noticable! I went into the editor and saw you made some good-looking light fixtures, but they are so dark in the corner, they are hard to see.
-vary your texture usage. that brown plain texture is ugly to look at.
-skybox looks plain. add some movement and dynamics (maybe space debris?)
-the health vials seem to be thrown about with no reason. set the up as audio cues(strategically!) so you can hear people coming around corners and such. maybe you can set up some liquid area to hear puddle footsteps.
-the base lighting sceme looks good, but a little bland. maix up rich and saturated lights.
-Dont place health vials and packs close together. That's just too much health. images/icons/smile.gif
-put desirable weapons up high so there is a reason to climb up higher. ripper isnt that good of a one-on-one weapon. I suggest pulse, sniper, or rocket.
-all your support is basically "beams." ,mix it up.
just opinions. images/icons/grin.gif nice looking map, though. get rid of some of the monotony and build upon it more and it could be great.
smattbac
08-18-2002, 12:30 AM
Thanks Bean. images/icons/smile.gif
You always complain that my maps are too dark. images/icons/wink.gif
And I totally forgot about zoning. graemlins/doh.gif
smattbac
08-20-2002, 12:42 AM
Map done. images/icons/smile.gif
Get DM-smc-lvl-76736 here (http://www.multi.fi/~mattbeck/su)
Mikko Sandt
08-26-2002, 03:48 PM
Hei olet suomalainen. Jee.
Never knew before that they had Ued board here. I might find this useful.
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