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Post Info TOPIC: DM-Asahito


Unreal Old Friend

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DM-Asahito
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Hey guys long time no see. I took a long time off to do "life" stuff. Now I'm back. Recently I posted a few screens on Epic in the WIP thread but I'd like to get some feedback from you guys here.

The version I'm uploading is a few versions newer than the screenshots below. The area I'm working on is pretty tight so screenshots don't work so well. Please download my ut3 file and take a look :D

My level is not cooked right now and it's only minimally meshed (like 4/15 rooms or something). The lighting is very simple right now to cut down on build times.

I'm really looking for crits on flow and balance of the level. Also how intuitive the force walls are. I'm totally open for all crits though if you have any (excluding lighting because I haven't even thought about that yet).

Here's the rar file that includes the uncooked .ut3 - you'll need to open it up in the editor and cross your fingers it works.

Here's a few photos:

2012-02-18-001-thumb.jpg

2012-02-18-002-thumb.jpg

2012-02-18-003-thumb.jpg

Thanks everyone!



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Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)


Connoisseur of Bourbon!

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Had a run aorund on this M8!
Layout wise I quite like it and it'd support 2-6 players quite nicely!
I like ya meshing so far as well so keep it up! The trees and terrian are a nice touch as well. They breakup the heavy metallic environment quite nicely.

Some suggestions:

I like ya use of the floor meshes (like the curve in the pic above) but you'll probably want to hide the bsp with meshes. Using the pic above - you have that triangle piece of BSP next to the curved floor mesh. Add some meshes to sit on top of that BSP triangle to hide it a bit I reckon.

Add some PP volumes over your forcefields so you have a slight colour drain or colour increase to give a nicer impression that you're moving through the energy field.

In a couple of areas you have a path (and a jump pad) that leads to somewhere where there's hand railing that requires you to have to jump over it. This railing feels like it's inhibiting flow within your map. I'd say shorten those hand rails so they don't block the path saving the player from having to jump over the rail.

I won't comment on pickups as I'd like to see it in action with bots and I've found once most of the meshing is complete pickups usually get tweaked. wink

I don't have much more to add apart from that. I look forward to seeing it meshed more and your eventual lighting overhaul. I reckon it'll look pretty good once you work on the lighting! biggrin



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Thanks porksword!

In the version I uploaded that bsp triangle doesn't exist anymore. I've installed roof high walls that turn it into a corridor and block players from going from the railing across there (open up the map again and you'll see what I mean). I agree having bsp so close to the mesh looks terrible. I'll try my best to make sure that doesn't appear anywhere else.

The PP volumes is an awesome idea!!! thanks I'll do that for sure (if I forget please remind me because i love the idea).

I agree with the hand railing. I actually was so torn about it. On one side its more aesthetically pleasing to have them there and makes more sense to have them there (what kinda floor ends without any type of railing). But it does inhibit the flow. What if I added a really small jump pad on the inside of the railing (up above) to help players jump over the railing? I'll definitely have to tweak that area more. Jumping up I sometimes get caught on the railing too. I've tried adding more air control which helps (and also lets the player fly in a semi circle and land on the piping that runs across the room) but it still is far from perfect. I'll keep working on that. The railing in the grassy area I haven't even bothered tweaking yet. That is just there for now to remind me to put something there to get the flow up top from the grass :) not sure if I'll keep the pad there or not.

Pickups will be tweaked for sure. I think I have most of the weapons near where they will end up except for the link gun and bio gun - i'm going to flip those to make more sense in the "green" room.

I'll post some new screens when I update the map :)

Thanks!

__________________

Motivation is tangible.

Current Project:DM-Asahito - 25% Complete (thread) (Feb 25, 2012)

Old Project: WAR-Confluence - 45% Complete (thread) (Feb 5, 2010)
Recent Project: VCTF-Inlet Control - 90% Complete (thread) (Feb 1, 2010)
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