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DM-Intoxicated | | Map Info |
| | File Name | dm-1on1-intoxicated.zip | Author | a_z | Gametype | UT Deathmatch | Date Added | 04-25-2006 | File Version | 1.00 | File Size | 265 kb | Player Count | 2-3 | Map Description | quite dark 1on1-DM, not very complicated, bots dont work all to good[no jumpspots], lighting might be too dark for some aswell. tell me what u think | Review Rating | -- | User Rating | 3 | Overall Rating | -- |
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| | | Review |
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| | Map Comments |
| Evilmrfrank 04-25-2006 06:29 PM MDT | | Looks too dark....
Edit: I do not have the money for photoshop nor the time to learn it. I use a freeware image editor called Pixia. Look into it :)
| IndySkyz 04-25-2006 01:45 PM MDT | | Well I was going to check out your map and see how it looked and played, but when I try to download it from Edome it sends me a zip file that is 0 bytes. You might want to ask an admin to look into that as it looks like your zip is corrupted atleast on the Edome site.
I'll try to get it again later, from the SS it looks alittle dark but I know how different the SS can look from the map itself.
| Rokhead 04-25-2006 02:22 PM MDT | | When i tried to download from the 1st mirror, it came up with an empty zip file too. But then i tried from the 3rd, worked fine. Steer clear of the 1st mirror.
About the map, this is what i thought: -This map would probably be better as a 1-on-1, way too small for 3. -I like the way the lifts slow down on the middle level, but they should STOP for a bit before moving on. You probably made the lifts as a Elavator Mover. Just set the 2nd keyframe to be on the middle floor again, and add a 3rd keyframe on the top floor. Then it should stop for a second on the middle floor. -It felt a bit bland, maybe add some more decoration and columns etc. -The gameplay was quite good when I did 1on1 instagib with 120% speed. As for a rating, i might play for a bit longer and rate later. Good Map.
| FraGnBraG 04-25-2006 07:32 PM MDT | Rating: 2 | | well i played your map and looked at it the ed ... 1. you need to do some tutorials, especially architecture, gameplay and lighting ... 2. the map is too dark, start with adding ambient to the level - i chose 15b+160h+80s for at test because those metalmys textures are dark but grainy so you need at least 90-120b+80-120sat on the sources - the hues you have are ok but use more than one actor where each has an offset hue combined with different radius and distance from source (example cyan @10-20 and grey-blue @50-80 and a bit farther from the "blue" sources and adjust so you don't overbright the fixture lens, but still see a bit of color in it... you will have more pleaseing effect, and your screenshot will be much brighter, lol :D 3. even for 1 vs 1 the layout is poor and pretty symetrical -- avoid symetry in DM, especially 1vs1 -- work on easy transition between levels and provide at least some interesting z-axis situations. what you have is bad to the point the bot had no chance at all once i gained the top. theres pretty much no cover and the walkways are too narrow - if you made those at least 512 wide and put in some more pillars or crates or something to hide behind, less splash damage that way --- use ramps, occationally stairs, avoid lifts if possible because they often break flow, especially what you have because it's death and they don't work. ramps are easy to make with brush clipping and vertex-editing and as long as they are less than 45 degrees and not too long they work fine. z-axis can be very well done with separations of 128 or 256 in most places, occationally a lofty perch of 512 or so is good - more than that gets pretty uselss except for sniping, and then you want it to be somehow an exposed perch ... play lots of maps by noteable authors (such as swanky et al) and you see how they balance the z-axis .. try and make your map so there are NO safe camping spots - thats hard to do but there's lots and lots of good maps to study ... 4. do not put a sheild belt or udam where a bot will get it all the time - these are best put in tricky spots that take skill or risk to get (you should learn bot-pathing and jumpspots) 5. playerstarts have arrows -- in 2d top view. rotate the arrow so it points away from walls. 6. i'll leave the build aspects (and trimming) to the tutorials -- that's about it, good luck and keep mapping :)
| a_z 04-26-2006 02:09 PM MDT | | yes the 1st mirror is broken.
my settings are perfectly fine, 5/10 brightness. and i did make a normal mover with 3 keyframes. but i dont know how to extend the time it waits in the middle
lastly: im stuck with paint -,-
i did orient the spawns in final prep, maybe i didnt save it? anyway, brigtness looks fine for me, Asus AX850XT 256 MB VGA, 5/10 brightness and 65 contrast on monitor. if its relly to dark, ill come back a bit brighter and oriented spawns
| redfist 04-27-2006 02:33 AM MDT | Rating: 3.5 | | """"15b+160h+80s for at test because those metalmys textures are dark but grainy so you need at least 90-120b+80-120sat on the sources - the hues you have are ok but use more than one actor where each has an offset hue combined with different radius and distance from source (example cyan @10-20 and grey-blue @50-80 and a bit farther from the "blue" sources and adjust so you don't overbright the fixture lens, but still see a bit of color in it... you will have more pleaseing """"
I think I need to get Intoxicated now. Are you sure atoms are split like that?
............ Going to have to try it now and see how this lighting is, or how dark it is.
It's not too dark, but the color be killin me, seems like you did ok to me, you have movers 3key, deco, some sky, colored lights(aaghg),masked texture and some water slime to see through it and it seems like it might be ok to play mabye add one ramp on each level going down on the inside areas.Being stuck with the lifts rules out any sneaking up any other way.
You should have the bots working in there pure shame you didn't polish that one last thing. even though it's basic not too bad for a quik DM.
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