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CTF-Lost-Cabbage | | Map Info |
| | File Name | ctf-lost-cabbage.zip | Author | WinegumS | Gametype | UT Capture the Flag | Date Added | 03-13-2006 | File Version | 1.00 | File Size | 8.8 mb | Player Count | 10 | Map Description | This was an earlier map i made, i was made this map to play around with ideas and make a good looking kinda FUN map... as u might of guessed from the name, also the lift jump and the green tubes :P | Review Rating | -- | User Rating | 7 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| a_z 03-14-2006 01:01 PM MST | Rating: 6 | | just before i start playing: i dont need fractalfx richrig or SGtech. some1 who can do it easy, remove them for others
played :)
first good stuff. texture-wise its all good. u trimmed, u chose variance in textures, but there i go to whats bad. the most minor is a bsp error in ur sub-water tunnel. i get blocked by something invisible there on the sides. second, way more fundamental, is the lighting somehow you seem to do some hokus-pocus at the flagrooms, because i dont see no red lights. i dont see no blue lights. how do u see tints of colored lights? there we go to the other problem, oversaturation. the saturation is so high, the red and blue tints blur by whiteness. see the saturations: 127 and 255 all over the place. if you have 1 light with 128 saturation, and u wanna replace it with 3 lights, divide saturation by 3, making it bout 43. it works for me.
furtheron we got some flow problems. i take the belt, dive into a green slimelike water[no dammage] go on through the hatch[wich goes through the pipethingie, weird] and i get amp. to close man. and the pulse gun and some ammo pickups. i cant jump to them. i need to get out my TL to get to them.
ow and, some zones are tiny man i wanted some music to
still it has to be said the bsp-work is good, the texturing is good, heard some nice sounds, and you can look over the weird thingies
i'd say u needa make another version, less saturation will make alot of differance, music would be nice, make some items more accesable, and id suggest reconsidering some item placements
*edit: map to experiment? i got my own map for that, "a_z's mansion" its full of gimmicks, kicker kicking u over the house, a fan shooting u up, after wich gravity sends u back down etc. all that sort of gimmicks. but learning architexture is tough, i cant do it all that right either
| WinegumS 03-14-2006 12:34 PM MST | | Thx for all your comments, i agree with lots of them and will try and make it better i seemed to have lots of problems with that tunnel and bugs, one day i would compile it and it would be fine the next day buggy again ... but the problem with this map is i seem to spend ages on it and get no where! But as i mentioned it was a map really to experiment on and bring some random and possibly strange ideas from my head to the map.
But i will give it another go and try and make it some what better as i like the maps its self. As you may have noticed lighting is never my strong point :P even though i follwed the tut's. but ill take all your ideas on board, Thanks again!
ye, my other map is better i agree but its like a learning curve this one was done before the other.. so by next year ill hav a great one in all sense :D
| kaiser 03-14-2006 09:08 AM MST | | Loads with 24 bots, pathing poor, hard to make a cap. Layout's OK. Not as good as his other map. Once again contains common UTX's.
| NightStar 03-14-2006 10:43 AM MST | | Well, I cant play, says I am missing package FallOut.Wall I do have the FallOut.utx in my textures folder :(
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