Simple geometric layout with large open areas on two levels;two lifts ;no superItems
Comments:
I have convert this map for a friendly sniper clan: =RAG= simple texuring & meshing to keep it fun for Zark; sniper & instagib fights
Changes from original:
-one of the two flak cannon weapons base have been changed to bioriffle -removed the "hand" statues by two dragon statues (cant get a decent result on the hands conversion) -changed 80% of the textures for UT3 ones -new skysphere to replace the skybox -added music & sounds (ambiant + lifts) -new lighting -add of some decorative meshing & two "=RAG=" tags on the walls
ToDo:
-botpathing around the lifts -change the music for an "Eminem" tittle (request from the rag mates) -read-me
....i hope coreper will not find this one....or it will be a festival!lol^^ again dont expect several visuals changes....it s more than epured and plays like a blast online in insta mode because it s empty of deco...imvvvho...
Did a match with 10 players, & it was cool. Dunno about the original.
Some gameplay suggestions & tiny things :
- The playerstart at the lower level are to far away from the weapons. I died to many times while I was spawning & the time I grab a weapon.
- The star SM at the bottom of the lift & the upper platform have a collision issue.
- The lift sound isn't loud enough, a bit louder would be better imo.
- The rooms are very big & to empty. I understand why you made them that way but I think adding some columns will add some strategic moves. You already use the Necris one so adding a bit more of them won't hurt imo.
- The material outside the map isn't the blackunlit one ;)
Hope it help my cousin :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
thx for testing it my stevie yeah i was telling me the same about the aspect of the map: empty...lol and i had like to add some deco or columns too but i ll have to ask to the RAG mates first; they like the original as it is :p perhaps can i add some semi-columns & arches all around the map to break the linear style lol thx for the colision around the lift i; the ring trim mesh is guilty good catch for the non-unlit external surface; i forgot to do & for the playerstart affair i ll fix all that asap the second map is way far more fun to redo; it have fantastic gameplay in classical DM; works fine with instagib and allow to build an simple but asskicking lighting i m 80% done with it and i ll open anotha beta thread soon :p good break from bridge of death
So it's going along good my Blitz :D For the empty rooms, ofc you must ask the RAG dudes, I was thinking about some stuff just to be able to get some cover. What do you want, my aim is very average LOL
Non seulement cette map te donnes une petite pause de bridge of fate mais aussi de Coreper LOL
Will try the other one when ready my Blitz ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Thought I'd start by sharing some thoughts on your creation.
I don't know the original so some comments may be more appropriate than others.
-I like the deco around the lifts and the music (reminds me just a bit of Ragnarök from Max Payne). The Gothic theme accentuates you choices in deco. -The broken tiles are a nice touch. -The sky light is very eye catching. -Great use of the Hubble textures. Works very well.
Layout: -As you've already said but I think thats a big one: need more stuff to break up the wide open space. Whether its more hight difference, obstacles or even dark/light areas.
Weapon & Pickups: -I reckon the Flack cannon is more suited to the bottom level, perhaps the RL or shock rifle would be better for Z axis fights.
-My initial thought was its not necessary to have weapons in the corners leaning more toward ammo clusters or health. However given there is no place to hide the symmetry is very appealing even if its not perfectly balanced.
Lighting: -More contrast/shadows are needed. Particularly around the torches to add depth and atmosphere. -Top level the weapons have sharp pickup light boundaries.
Deco: -Adding light fixtures in the hall way. [just a suggestion] -Different textures to break up the single wall texture around the curvatures. Perhaps like a texture pillar, say one tile wide. -Continue the black edging through the corridors.
-- Edited by Achernar on Sunday 17th of October 2010 04:41:02 AM
i agree with quite all points mate thx for that excellent feedback; lot of ideas & lot of sense my main problem will be to keep the wide open side of the map which is necessary to the sniper gametype but to break the too empty looking & monotony of the map