just tryed the beta3 and i have nothing to comment about layout & item placement; it s just perfect to my tastes :p
about the green water i like it very much but : -pool:what i dislike is that it cast very very light reflection on the material around it; it dont looks right as the green water looks very bright
-sea:the sea is green and the sky is red: red and green are opposite colors and like all opposites u cant mix em;...hm...u can but u ll never obtain variations...only green and red...(it s especially visible with the green reflection on the red water) though if u succed to add enough reflexion on the water u ll obtain a kick arse result; i remember i paint such a sky long time ago (green sky with a large red sun on horizon) and i liked the result very much; was giving a very strong feeling
dont hesitate to be louder than habitually on the setting of the lighting (reflexion light only:p) to get the same result as with non-opposite colors^^
a little idea; i dunno why but i thing that speed mooving clouds can give kick arse result on that red sky...; was going to suggest some green lightnings too
all in all i like the map very much and even if u dont touch it anymore it had go directly in my fav list....
in fact visually it ll depend a lot of what u are aiming: a realistic looking map ....or a total unreal athmo...my vote to the second possibility...of course
thx for ur work and srry for long delay in that betatesting session
-- Edited by Bl!tz on Monday 26th of July 2010 11:31:31 PM
Bl!tz wrote:just tryed the beta3 and i have nothing to comment about layout & item placement; it s just perfect to my tastes :p
great !
about the green water i like it very much but : -pool:what i dislike is that it cast very very light reflection on the material around it; it dont looks right as the green water looks very bright
it's on works...
-sea: the sea is green and the sky is red: red and green are opposite colors and like all opposites u cant mix em;...hm...u can but u ll never obtain variations...only green and red...(it s especially visible with the green reflection on the red water) though if u succed to add enough reflexion on the water u ll obtain a kick arse result; i remember i paint such a sky long time ago (green sky with a large red sun on horizon) and i liked the result very much; was giving a very strong feeling
I will try my best to work on to !
a little idea; i dunno why but i thing that speed mooving clouds can give kick arse result on that red sky...; was going to suggest some green lightnings too
Yeah, I have already think to that and start to look at some good cloud texture to archive that ;)
in fact visually it ll depend a lot of what u are aiming: a realistic looking map ....or a total unreal athmo...my vote to the second possibility...of course
Me too !
thx for ur work and srry for long delay in that betatesting session
first, hi to all :), im new. well i love the map but only have this thing:
http://www.imagebam.com/image/71252e90438860
i dunno how put the imge here this the url
Welcome to the forums N_Z. You may have to select the advanced editor button and in that there is a button that looks like a tree. When you select that a little window will pop up and you can paste in the URL. After that hit the Tab key and you will see the size of the image appear below (you can then change them to resize it).
@ Nova
That looks a lot better. Now people should be able to use that ledge and dodge off the wall to get the RL?
I'm a little behind on my testing and since vacation is tomorrow (BOOYA!) I thought I would get caught up.
So far I am really digging your map here. The red sky fits the dark metallic look well. I also like the Z-Axis oriented gameplay. Lots of passages fit my taste as well. I can't really say much design besides that I like it.
I did notice the lift was given default bsp materials. This may just be a problem with my PC, tho.
I really like being able to use the lift to super jump onto the roof area. It's a really nice touch. I might suggest adding a shield belt or berserk up there.
Great job M8!
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rathalos150 wrote:So far I am really digging your map here. The red sky fits the dark metallic look well. I also like the Z-Axis oriented gameplay. Lots of passages fit my taste as well. I can't really say much design besides that I like it.
THX a lot !
I did notice the lift was given default bsp materials. This may just be a problem with my PC, tho.
Don't worry about that, it's because I don't have texture the lifts yet.
I really like being able to use the lift to super jump onto the roof area. It's a really nice touch. I might suggest adding a shield belt or berserk up there.
Yeah, take a look to the next version, coming soon, very soon lol
Gameplay wise, the new exterior opening from bio to the medium health is great & the visual progress is also good & the music track fit's very well.
Only thing that annoy me after a while is the Doom stinger (alliniation or something alike). It's cool at first but mixing the UT with the Doom announcements is rather odd tbh.
Keep it up, it's on the good way :D
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Gameplay wise, the new exterior opening from bio to the medium health is great & the visual progress is also good & the music track fit's very well.
Me say :
Only thing that annoy me after a while is the Doom stinger (alliniation or something alike). It's cool at first but mixing the UT with the Doom announcements is rather odd tbh.
It's come from Quake III arena, not Doom, personnaly, I love it, bring to quake atmosphere imo
Keep it up, it's on the good way :D
yep ! About the teleporter, don't worry about that, I will make something with that !
-- Edited by NOVA on Sunday 1st of August 2010 06:29:34 PM
Thrallala wrote:Nice progress dude, background rocks could probably use a better material though :P
yep why not, i will try, thx !
stevelois wrote:The triggered doors work like a charm, the best I know so far :D
I don't have test with several bots in the map, but with one bot it seems to work well, plus I have remove pawn collision of the door in case of bugs with the trigger.
1 thing I can suggest is to interchange the triggers before the belt appear / taken, it would be better imho.
You speak about the sound when the belt appear/taken? It's set as it is on the Quake game, so it's not shock me but I can understand now that you tell me !
I would focus on materials & outsides lighting for the next version.
Thrallala wrote:Impressive, new rock material looks splendid!, I like the green lights on the top of the building, last shot. he he, "eagle eye" ! I have effectively changed the rock material with a custom one, more close to something like "cold lava rock" ;)
yes, I love that green light too, I have put it to finish the "perspective view" when you look at the bulding from the flack spot as you can see below :
thx ;)
-- Edited by NOVA on Friday 6th of August 2010 11:52:25 PM
just had a quick match on it and u did a nice job i like all the changes and the way u have mix red and green is nice and provide top contrasts...like always some comments on the points i like less:
-the horizontal line/limit red colored rocks | water/sea is very cutted and quite brutal -the doors sound is very powerfull compared to the lift sound -some inclined doors looks low poly
lol thx, I think to lower it a bit, by looking at this pic I think this stars are a bit too much, or scale up a bit the stars texture so there will be less stars...
i like it as it is because it gives the feeling that the sky is in fire and contrasts nicely with the dark side of the map(water+rocks) but u know me i m a bit excessive :p
I'm a bit l8 with testing but I finally gave B5 a try... Damn the changes since 3 have taken ya map to another level! I love the new open look M8! Some of the openness surprised me, where I'd run around a corner expecting a dim corridor but then was hit with an open view to the back drop, which was great to see!
Everything seems to go very nicely with this map, and I like the faint green floor fog as well. It adds a nice touch to the visuals and enhances the feeling of the green goo! The door is a great addition. I found it by accident LOL!
This has to be the most 'Quakey' feeling UT3 map to date!