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CTF-Arlena | | Map Info |
| | File Name | ctf-arlena.zip | Author | Deceased | Gametype | UT Capture the Flag | Date Added | 01-09-2005 | File Version | 1.00 | File Size | 651 kb | Player Count | 4 - 8 | Map Description | None | Review Rating | -- | User Rating | 4 | Overall Rating | -- |
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| | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| quillion 01-09-2005 03:11 PM MST | Rating: 3.5 | | I would change the following: Textures, very bland and you have a few misaligned. You would be suprised how good texture, can improve the maps looks. The HOM above the blue base pads(vials). Lighting needs attention, you have white light sources emitting coloured lighting.
Not a rubbish map just unfinished, i think.
| Sicko Teddy 01-09-2005 06:19 PM MST | | you should mention- NO BSP errors! When UT mappers do that they realy impress me. I used the UED 2 and I almost died from all of these glitches. Therefore whenever a mapper succeed that, I can say they are heroes to deal with that UED nightmare! :)
| SamAeL 01-11-2005 10:20 PM MST | Rating: 3 | | I can say they are heroes to deal with that UED nightmare! :)
UnrealEd are a wonderfull program, when all brushes are corectly alligned, its easy to build a map without BSP errors, eaven with a complicated brush work.
btw, im agree with quillion, this map look like an unfinished map and need a lot of lightning and texturing word, but the whole idea is not bad.
| Pontius Caffienate 01-13-2005 04:47 AM MST | Rating: 5 | | I give it a 5 since it actually looks alright, and textures - that's down to taste somewhat, and I'm all for people using standard textures for maps intended for online play and saving some mahoosive downloads for a custom texture pack where the mapper has only used one or two textures from.
Lighting could do with a bit of work.
| Deathbliss 01-16-2005 02:05 AM MST | | I'm not gonna score this dude but prick up your ears 'cause Deathbliss is gonna teach you...
I've played three of the four maps listed here. Your first problem - only moderatly addressed in this level - is the lighting. DO NOT stick squares in the wall and hope that looks OK for lights! Subtract them occasionally, vertice edit them if and when you can, make round ones, square ones, and hanging ones. Variety is the key here! DO NOT forget to add a light next to ALL your light sources! DO NOT forget to check bBrightCorners in every one of your light texture properties! DO NOT use only white lights - hertofore referred to whitelightidus! I don't have the link on-hand, but send me an e-mail if you want it and I'll dig it out - anyhow get ahold of DavidM's lighting tut, Lode's All About Lighting, and check out my site for some bot pathing and other misc tuts: http://dynamic2.gamespy.com/~nucleus/main.shtml
Next up.. Your architecture, and talent in this area, cannot be denied. But you probably should move away from Unreal Tournament as soon as you can get UT 2004 because you will find UT throws all kinds of nasty things at you when you try to epxlore your full potential. With UT 2004 you get the same gametypes, and with Maya or Max you can make ANY MODEL YOU WISH! If you make these things right you can have high detail AND performance! Until then keep pushing the boundries in your architecture, use semi-solids wherever you can, I think Slick Willy has a tut on this and I have it burried in my archives also. Keep an eye on your texturing - try to make sure the patterns match the peices you have made.
I didn't check the bots, but in an earlier level I noticed you have too many nodes, and didn't path the lifts properly. Read my Basic Bot Bothing tut to learn how to do this sort of thing. Looks like I did put up a lighting tut so read that also - but DavidM is the expert here. STUDY other maps, and you'll get inspiration and learn how to do things you want to do.
Keep on making maps - I expect your next one to be truly amazing - - Deathbliss
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