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Posted: Mon Jan 01, 2007 8:30 pm
by }TCP{Snowbird
OK man. I looked at your level in more detail.
1. You have stuck alot of work into this, and it looks awsome. You really know what you are doing. I have heard that you have done something like this in Unreal 1, and converted this into UT2K4. Great!!! It really looks nice, and the textures and lighting are not bad.
I have a few things, though. What I have to say here are only comments, and are not really anything bad.
a. the map over all looks bland. All of the lighting, and textures are all the same color. There should be a bit of differance somewhere.
b. the teleporter from the last level to the top, (thank Slappy for the find), is a bit off. I found a solution. I think it was the Static Mesh. It was a hair too small for the hole. I am not really sure´because I was in the middle of testing and was interupted by family matters, but am pretty much sure that that was the problem. Make the Mesh a bit bigger, and it should solve the matter.
c. That it did not come from me!!!!
2. Great map again, and I thought it was done by a Profi, Well I guess u r a Profi!!!!!
Frank
Posted: Tue Jan 02, 2007 2:21 pm
by }TCP{Marcin.B.BlackT32
Frank why you always focuse on technical things? You should also test gameplay of map. Its the most important!!!
Posted: Tue Jan 02, 2007 5:09 pm
by }TCP{Snowbird
Well, that helps the map maker get the bugs out of the map.
I did play it, and I find that the map is very playable, and professionally done. There are parts that someone could get confussed in, but that happens in new maps, and since I only played it once, it is really hard to give a proper observatoin of it.
I really like it, and to those that say that it is too big, I say it is not much bigger than most of the other maps out there.
Again Angloid, great job!!!
Posted: Tue Jan 02, 2007 5:10 pm
by Taz
Yeah, I like the map too.. nicely done there, Angster

Posted: Tue Jan 02, 2007 6:07 pm
by }TCP{^AngLoid
Thanks DaFrank for you review

..
I was torn between authenticity and artistic licence as far as the lighting goes for 1 reason, in Egyptian times I presume they only had fire to light the way. but in saying that, because I used the ring transporters I certainly could have used some techno lighting in some areas!
and after playing the map in TAM I agree with the suggestions that its big,but again saying that I found that after playing it several times it gets easier to get around once you figure out what teleporter leads to where! plus primarily it was made as a DM map so the pickups kept you busy as you were running the marathon
and sorry DaFrank & slappage im not sure where you mean when you say about the mesh, perhaps you could send me a screenie of the location
also usually with my maps you can expect 2 or 3 versions. For example the telefraggin in the rings has to go! I think I could fit maybe 4 teleporters within the rings with a small radius leading to 4 dif urls perhaps. I'd like to see 3 or 4 players using it at the same time
ok now Thanks to
slappage. for spotting the failed jump locations
Taz. glad you like it m8
Dafrank .thanks again
ps. to all mappers feel free to do what you what to it

Posted: Wed Jan 03, 2007 7:49 am
by }TCP{Snowbird
I had a screenie of the spot where you jump straight up, from (i think) level 2 to level 3. I am not on my computer right now, so I will send it to you later. It is a square mesh at the end of a square hole, and when you come out you see the lion on the edge of the map. There are 2 of them on each side of the room. As you jump up, as long as you do not move, and stay in the center of the "square" pipe, you get through. But if you move as you are jumping, you hit the mesh at the top, and fall back down. You can hardly notice the edge of the mesh, but it is there.
I will send a pic later.
How long did it take you to make this? It is a really wonderful, detailed map, with a lots of good ideas.
Posted: Wed Jan 03, 2007 11:14 am
by }TCP{Snowbird
Here is the S. Mesh that is now set to 1.05 in thee Draw Scale 3d section.
I tried it out and you can now jump through with out getting caught.
Posted: Thu Jan 04, 2007 6:03 pm
by }TCP{^AngLoid
Thanx m8 for the screen shot
I had a look at it and I could not resolve the problem in its current build state. I must of jumped through it 100 or so times and still found the same problem a few times, so I rebuilt the hole using normal brushes only and bevelled the lip of the exit to make the ark of the jump free of any snags

. plus I added 3 more teleporters to the ring transporters in the hope of eliminating telefragging
the map took about 5 days in total hours to build, but one of the static meshes was made in the middle of last year sometime. I started building it in early December and made bits when I had the erg or if an idea popped into my head
I suppose I will call this beta 2 version just in case
http://ukbase.my-place.us/DM-EgyptianJumpV2.zip
Posted: Thu Jan 04, 2007 6:04 pm
by }TCP{^AngLoid
o yes and replace the USX files to aviod eny hasal

Posted: Thu Jan 04, 2007 8:35 pm
by Meledictum
DAFrank wrote:
a. the map over all looks bland. All of the lighting, and textures are all the same color. There should be a bit of differance somewhere.
After I played this map a little, I must agree with Frank. The lightning is too repetitive and it could get booring. I hope this will help:
http://help.hourences.com/booklighting.htm
And one more thing... Don't repead my mistake - the colors of lightning shouldn't be too intensive.
Posted: Fri Jan 05, 2007 6:21 am
by }TCP{Snowbird
Nice find, Mel. I have seen a tut like this a few years ago. It may be the same guy.
AndLoid, I tried to DL the file, but there seems to be a problem with it. Could you check it and maybe repost? THX
Posted: Fri Jan 05, 2007 12:08 pm
by }TCP{Cloud
DAFrank wrote:Nice find, Mel. I have seen a tut like this a few years ago. It may be the same guy.
AndLoid, I tried to DL the file, but there seems to be a problem with it. Could you check it and maybe repost? THX
I just tryed it as we speak, and works fine here.

Posted: Sun Jan 07, 2007 12:51 pm
by }TCP{^AngLoid
Thanx for the link Mel

its been very helpfull
DAFrank: did you mean the DL didnt work or the map ?
Posted: Sun Jan 07, 2007 1:13 pm
by }TCP{Snowbird
I retried a few hours later, and I did get it downloaded. Looks good now. The static mesh that you replaced with the normal brush was the problem. Nice work.