DM-}TCP{Fraghouse_beta4

If u have any maps u made or just some u think are worth sharing Post em here
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}TCP{Tranquility
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DM-}TCP{Fraghouse_beta4

Post by }TCP{Tranquility »

started it a while back cant say it's finished but playable :)

beta2 changed alot added more removed some things
2 ramps are lesser high removed the fire replaced it with a light

beta3 :O
deleted those high ramps replaced it with
a lift and a lower ramp on the other side
added some static meshes to the map and
redone lightning but kept it quiet bright

DM-}TCP{Fraghouse_beta4
Last edited by }TCP{Tranquility on Tue Oct 09, 2007 8:11 pm, edited 3 times in total.
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Kobra
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Post by Kobra »

i test played the map and i like the gameplay, you brought some nice ideas for the gameplay.. but there are many parts of the map where the hight is just too high.
you shouldnt lose HP when you jump or fall from somewhere down.
and the other thinks you could fix for the final version are emitters for the jumpads which will point the direction visiuable, so the player who using it will know where he will land if he goes on it.
another little detail i could suggest is to put blocking vollumne between the stairs for a smoother gameplay.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Just DL it now, and will look at it in a jiffy.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

}TCP{Kobra// wrote:i test played the map and i like the gameplay, you brought some nice ideas for the gameplay.. but there are many parts of the map where the hight is just too high.
you shouldnt lose HP when you jump or fall from somewhere down.
and the other thinks you could fix for the final version are emitters for the jumpads which will point the direction visiuable, so the player who using it will know where he will land if he goes on it.
another little detail i could suggest is to put blocking vollumne between the stairs for a smoother gameplay.
I have to aggree with Kobra on one thing, there are some nice things happing in your map. The feel of this being higher upp in the air, through the windows, nice job there. I noticed something in the editor, though, on the windows. on some of them were glass textures (on the subtract brush) in the back, between the "glass" and the back of the brush. I am not sure if this would really hurt anything in game, but maybe it would? It is set to fake backdrop, and picks up the texture from your sky box, but.... well, onwards.

I saw no problems with the map as it is, so I will not comment on anything, except the "feel" of the map, in play. It was very open. If you get a group of guys in there, say about 6 to 10, you would see everyone. Just my personal opinon.

All in all, a very good map indeed. And I can not wait to see further updates. Great to have you back. :D

(OH!!! BTW, I am not sure if you know who I am. DeuthsheAmi.... DAFrank. You helped me out a few times a few months ago. )
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Meledictum
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Post by Meledictum »

From the visual side - the map is horrible. Lots and lots of white lightning, architecture is not flowing, seems to be chaotic, lack of details, no trims, empty walls etc.

http://help.hourences.com/booklighting.htm <--- tutorial about the lightning

http://wiki.beyondunreal.com/wiki/Making_Architecture <--- archi

The gameplay, however, isn't bad.
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Post by cleopatra »

I like the map cant wait then is coming at server :)

nice i need to learn to doge anyway so the map is perfect to learn with it! write krabbel?
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Kobra
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Post by Kobra »

}TCP{Meledictum wrote:From the visual side - the map is horrible. Lots and lots of white lightning, architecture is not flowing, seems to be chaotic, lack of details, no trims, empty walls etc.

http://help.hourences.com/booklighting.htm <--- tutorial about the lightning

http://wiki.beyondunreal.com/wiki/Making_Architecture <--- archi

The gameplay, however, isn't bad.
if you didnt notice, its a beta version.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

That is why I made no comment to begin with. He will do his ting and when he says, I need a comment, well then, he will get one.<img>
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

Meledictum is a bit right with lightning, but architectre is not that bad. Infact I like it, but you should use more variety of textures and use more colourfull light (NEVER use white light. It sux. Instead of that just stay white colour but decrease Light Saturation from 255 to 130,150 or 170 (stay with that limits, of course withn ot all colurs but if use white one) and Hue to 30. You'll get nice climatic light and it really looks nice. Put more colors to your map (for example some rooms are painted, others not like in construction site :) ). Anyway good luck. Good way to make some nice theme is to look at standard maps (DM-Rankin for example). Look at its use of trims, braces etc.

EDIT:
I just and I must say that its really interesting. Gameplay is for sure the strongest part of this level. I must say something more about light. I noticed u put torches in it. REMOVE IT! Its doesn't fit the maps theme. Its better to stay with "modern" lights. Use coronas to see where the light source is and use light like u've done already somewhere in the map. So to make it more easy:
Put coronas to lights with small radius (20-30 whatever just not high value) and place it close to static meshes of lamps (To put corona go to Lightning setting and set bCorona to True, then in Texture Browser find Coronas.utx and choose it, then in Light/Display/Skins add skin. Then u'l see beautyful corona which u can set in Corona section which appears when u choose bCorona) the second light put with high radiusto make map lighten up. I guess you knwo what I mean.
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}TCP{Tranquility
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Post by }TCP{Tranquility »

thx for the feedback all !!

playercount for it was 4-6
i agree all comments atm don't know if i shall do something with them in the future maybe i drop it and delete it and try finishing twillight ...

@Kobra the hights are high shall try to scale the hight only that's gone be a brush import export thiing, scaling :roll:
what stairs do u mean for blocking volume and yes it needs emmitors

@Frank the fakeback drop shoeln't hurt much (oh btw hi DeuthscheDmi
and you helped me a few times;)

@Mele ;)

@MBB indeed that would be better then the white lightning, and the torches dont ya like fire :O


@magic that was my intenttion to dodge double jump to places
open for headshots
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

I like fire, but it completely doesn't fit to map's look. This is some kind of construction site and I didn't see torches with fire in any of them.
Last edited by }TCP{Marcin.B.BlackT32 on Sun Sep 30, 2007 8:26 am, edited 1 time in total.
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cleopatra
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Post by cleopatra »

you all telling i like this i dont like that :P why dont you make your own that you like?

so I do like it and the white i like it too :)
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Tranq, I would like to see this one finished. It looks like it could be a FOOK 2. I like it also, and have to aggree with MBB. As long as the textures stay like this, there should be no fire, unless it is burning in a 55 Gallon barrel. Keep up the good work man. We need more good/different maps to play.

@ The DeuthsceAmi name. Yes we have helped each other out a few times. I have been around for awhile.
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

This map has really big potential. Magic girl we have right to tell what we like and don't, especially if Im and Mele are map revievers in Unreal Zone.
Keep up working Tranq and do what I and Mele told u, and ur map will be really nice.
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Kobra
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Post by Kobra »

what are revievers ?
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