SuperCrazy said:thats funny bud :biggrin:
Here's my first effort for UT2004. It's pretty much finished, so I'm ready for feedback.
Campaignjunkie said:There are some landmarks/noteable areas - One room has a gate sort of thing hanging from the ceiling, there are a couple of skylights, one room has a completely open ceiling, and there's an outdoor area. I like the idea of a tower, statues, etc. but it's hard to just throw them into a mostly completed map and have them look good. I'll see what I can do though.
- I think the map needs more landmarks; the big, giant, majestic kind. While the areas are somewhat unique and different from each other, I don't think it's enough to distinguish them immediately while the player is learning the layout. Maybe have a giant gaping hole in the ceiling in one room, a giant tower in another, etc.
Campaignjunkie said:The boxy thing has always been something of a problem for me. I have some slanted/rounded surfaces now, but I'll look to see where I can add more.
- The overall room layouts are quite boxy. If all/most of the static meshes are stripped away, it's all quite boxy and rectangular. Some rounded corners or slanted surfaces wouldn't do any harm, and might add more interest and strategy. Also, I think lots of ancient civilizations utilized slanted surfaces, so it should fit the theme well.
Campaignjunkie said:I like this idea, but I also like how I have it currently. Hm...
- What's the purpose of the blue-purple lights? If you haven't already, I think you should attach some kind of context to them (e.g. red lights are used for vents in Natural Selection). Maybe place weapons near them, so the player will catch a glimpse of that color and immediately run out to see what's there? Don't know.
Crono said:dunno, can you?
er can't you click "hide weapon" in the menu and it wont show the weapon at all, just the hud?
These things just seem to jut out of the walls in order to give the appearance of holding the floor above. Somehow they look wrong. It may be nothing more than the way it actually bonds to the wall i dunno, but it just looks wrong.You're right, I think adding bases to these would make them look better.
cannot remember where i saw this exactly, but that piece seemed to glowThis is a problem throughout the map, actually. Nearly every time I use that mesh it gets lit really badly. Not much I can do about it though, short of finding/making a new one and hoping it works better.
The only really major glitch I saw throughout the map.. I know unreals engine doesn't create holes, but they do have their equivalent of HOM effect, which resembles holes..Agh. This has been popping up off and on throughout the map's development. I thought I had it taken care of for good but apparently not.
These light fixtures are some of the most original I have seen in a long time.. They most definitely fit the theme.. some of the blue ones were not really ugly, but no where near as nice as these ones areI was getting some complaints about these fixtures because they don't look bright enough to be giving off light. I like them though, and I'm glad to hear someone else does too :smile:
If I had a wish, I would like to see more stuff like this throughout the map.. these chains set the mood of this area, but alas I saw them no where else.. (always the chance that since its my first run through, that I overlooked more placements).. this map lacked the finer touches these chains represented.I'll see if I can find any other appropriate places for them.
this lift... had me scratching my butt, what is wrong with it.. 1) it doesn't fit the theme. 2) if left, it needs some sound and 3) its bulky.. if it were I, I'd replace it, but since I don't know whats on the other side of those walls, it may not be possible to replace now..I try not to use lifts often, but I had absolutely no room here for anything else. Sounds will be added, and I'll see if I can find a less bulky mesh or make one on my own.
One of my favorite additions to this map, these indentations are nothing special, but they truly perk up the looks. Very well done.I was getting complaints about how ugly the weapon spawns were (I had used the normal weapon base but retextured them to be the same as the doorways/trim/etc), so I was looking through random mesh packs for something to use when I found this. It was actually an ice-covered ceiling dome originally, but I flipped it over, shrank it, and retextured it. I love how versatile working with meshes is.
A tree, a very nice tree too.. the map could have used many more plants throughout.. maybe some sills looking out to the sky with some plants beyond.. maybe a bit of water, this map had many places that could have benefited from plants and water.I can definitely add some plants, but I'm not sure if there's room for much water in the existing partial outdoor areas.
IMO, these lights were underused.. the map could have benefited from a few more of them.. Also, i would have placed them closer to the floor..I like how they add a bit of contrast too, I can probably find a few more places to use them.
I would like to have been able to get under a few of these ramps.. no big issue but it would have made for a nice ambush site.You used to be able to get underneath the platform with the shock rifle, but I made it solid so I could have the indented weapon base instead of the plain wooden circle on top.
Very well made map SC.. My compliments.Thank you. :smile:
SuperCrazy said:you, are very welcome.
Wow, that's a ton of very useful feedback. Thanks a lot!
Orpheus said:Yep, you can. :smile:
Crono said:dunno, can you?
er can't you click "hide weapon" in the menu and it wont show the weapon at all, just the hud?
besides, there are 20 screens in that critique, is that the best you could do :heee: