An old abandoned mine once used by the Liandri for digging up various amounts of Nano for the use in their new technology. During the great war, the mine collapsed, trapping everything inside of it, eventually killing all of them. The final stories of the people that tried to escape can still be found on what remains of the mine.
No description, just yay and have fun.
Credits: - Hourences, for a small part on one of his tutorials in which he explains how abstraction lines set the feeling for a level. Also, a wide variety of textures used in this map are his. - Stevelois, for his lightning tutorial really helped me create a good shadow for this map - McLogenog, for setting an example for good stock decals and how to set it up.
-- Edited by Darkn3sSx on Friday 21st of September 2012 03:12:35 AM
-- Edited by Darkn3sSx on Friday 21st of September 2012 03:12:50 AM
-- Edited by Darkn3sSx on Friday 21st of September 2012 07:51:50 AM
To be honest, I have 3 upcoming maps I'm working on , and I didn't felt like you guys couldnt provide me any feedback on this map. Simply, because I feel everything fits :)
But still, If somebody has any, please give me so. I'd all be happy to hear any improvements, but then what could be better for a next map, a "keep in minder" or something.
So I'm planning to post the next map as a beta, to have you guys feedback on that :)
So I've played the map & overall, it's a nice one :D
But I must say there are obvious little things that should had been fixed, specially for a final. This is why it's always advise to release at least a pre-final even if you think everything is fine.
Per example :
- 1 of the shock weapon base is rotating in 45 degree instead of being flat on the floor.
- Many light meshes on the wall have dark spots like a missing material. Beside, their collision block all instead of blocking weapon only which is better for flow. Some of them aren't well aligned in the middle of the pillars.
- All water meshes look out of place & don't fit imho. They don't have sound nor particle neither which look & feel wrong. Specially the one that pass trough the crates where you have only 2 vials. Having water + lava is odd to me. I wouldn't use both of them simply because it doesn't make any sense. Ofc, it's your map & I respect that. The only recommendation I can give is to replace the water material by the lave on those water meshes to make it more believable & that way you can add some nice red-orange lights around the meshes to bring more colors to the map.
- Some BSP seams can be see on the floor near the blue flag (I didn't check the red base).
In all, it's a cool & fun map with a cool classic music track :D It only miss some polishing imho.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'd have to agree with Steve on this, it really pays to take the extra time to polish your levels. Having spent so much time and effort on it, its a real shame you can't go a little bit further! Perhaps label it the 1.1 or the SE or the P+ (polish + edition) or E-ve (error negative) version.
Other thing, just from the pics provided you have some texture discontinuities with the trimming. If possible try to keep the walls and the floors trims continuous, at the moment its quite jarring, imho.
Good to see your enthusiasm, so much potential, look forward to your future releases.
Downloaded and played yesterday and I have to say it is a good map. Performance is great, simple design but effective. Always been a fan of the simple UT map design, mostly brushes, less static meshes. Nevertheless, I like this one and keep up the good work! :)
Downloaded and played yesterday and I have to say it is a good map. Performance is great, simple design but effective. Always been a fan of the simple UT map design, mostly brushes, less static meshes. Nevertheless, I like this one and keep up the good work! :)
Thanks Anubis :)
I totally and utterly agree :) So amazed of the HOLP maps. Always been a big fan of them.
nice level, with the good old UT spirit, nothing special to mention except that i had really like that my teleporter became an overboard...all thoses inclined ramps , even if they are also fun "by feet"...it should give extra fun if the map was played in VCTF....(no need vehicles of course )....just an idea i share your feeling about "holp" style, too much graphics always hurt pure gaming....gaming fest or eyecandy pearl....seems u choosed ur side, i want to add that even without gfx details the place feels harmonious , colors and music give a nice touch, keep it up, good job
nice level, with the good old UT spirit, nothing special to mention except that i had really like that my teleporter became an overboard...all thoses inclined ramps , even if they are also fun "by feet"...it should give extra fun if the map was played in VCTF....(no need vehicles of course )....just an idea i share your feeling about "holp" style, too much graphics always hurt pure gaming....gaming fest or eyecandy pearl....seems u choosed ur side, i want to add that even without gfx details the place feels harmonious , colors and music give a nice touch, keep it up, good job
.....and now!!..... my herbteaaaaaaaa!!!...
Thanks m8 :) I really love a good Z-axis effect since I love air comboing carriers or defenders out of the way ^_^
I like the walls, trim, middle map colors, stripes, crystals, shadows, skybox and depth of caves shown, as well as layout; the gameplay is fun, but my bots need to defend a little better and not just wait there until the flag is taken.
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