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Post Info TOPIC: DM-Facemash pro gameplay


Unreal Old Friend

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DM-Facemash pro gameplay
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Hi guys. This map will Be published in a small map pack for the community of duelers on xfire(http://www.xfire.com/communities/ut3duel/), well, like a mix of my Othersmaps, But I put more Attention on the layout this time, i hope urs comments, thanks for the attention (:
DM-facemash
VIDEO with some tactics jumps: http://www.youtube.com/watch?v=bwrUsuB_2bk

DOWNLOAD: http://www.mediafire.com/?fbrgiizogpu3y44


-- Edited by Noob_Zaibot on Sunday 2nd of January 2011 08:45:18 PM

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Unreal Old Friend

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Lol, bro that is an awesome video! I love mappers who can move! I didn't even think think the jump from sniper lift to the glass platform was possible... great jump.  The jump pad jump is unique too. I like it a lot.  

This is an awesome map.  A worthy follow-up after Purgatoria.

For your consideration though...

Correct me if I'm wrong but I think you've still got some inconsistency with the trim work.  Sometimes you have the orange on the wall side of the trim, and sometimes you don't.  I think personally it's better to have the orange on the wall side so it really frames the openings no matter which way you look at it.  It also looks better - I think that's why most people do it that way.  Consider polishing that up before release IMO



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Unreal Old Friend

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ah ok ty man ill try fix it

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French cat under acid

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I take a look asap, the vid is awesome, you just flying around, I'm impressed !

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Feedback-Master ..

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I just played a round of 50 and here are my thoughts:
  • It seems you focus primarily on game play and the map doesn't dissapoint.  It's a very fun map to play!
  • The bots were having an issue jumping up to the rocket launcher when other bots were on the upper platform.
  • While I like the blue rust/paint texture, there is something odd about how it's used in the map.  I don't know if the scaling is too big or if there is no trim around it and it just looks a bit basic.  Maybe both?
  • Some of the glowing "f" signs aren't aligned properlly (side to side).
  • There are some big steel pipes that are "cutting" into the BSP, bit it doesn't look like the BSP has room for it to be there.
  • I really like the yellow trim, which gives the map some color and visually defines the walkways and such.  Though you tend to see the BSP edges too easily.  Have you tried aligning the material in the same direction and/or lowering the lightmap resolution.
  • I think the lifts look a bit out of place.  Keep in mind you can create a BSP brush, texture and convert it to a static mesh, which would work just fine for the basic shape.
  • Random though: Some of the meshes you use seem to conflic a bit in their "theme".  You have some hi-tech stuff (digital signs) and som really low-tech stuff (human trash cans).
Hope this helps.  Good luck finishing the map.

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Unreal Old Friend

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ok odedge ty for the feedback, im triying of learn how import customs textures for fix some of this isuues, well THX alot man :)

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Feedback-Master ..

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Your are welcome.

Are you trying to learn how to make them or how to import them. Check the top of this section of my list for more importing info.

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Unreal Old Friend

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great! downloading the tutorials... thx again!

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