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DM-}TCP{Fraghouse_beta4

Posted: Fri Sep 28, 2007 12:29 pm
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

Posted: Fri Sep 28, 2007 1:43 pm
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.

Posted: Fri Sep 28, 2007 3:33 pm
by }TCP{Snowbird
Just DL it now, and will look at it in a jiffy.

Posted: Fri Sep 28, 2007 4:14 pm
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. )

Posted: Fri Sep 28, 2007 4:32 pm
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.

Posted: Fri Sep 28, 2007 5:07 pm
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?

Posted: Fri Sep 28, 2007 5:27 pm
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.

Posted: Fri Sep 28, 2007 5:31 pm
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>

Posted: Fri Sep 28, 2007 5:50 pm
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.

Posted: Sat Sep 29, 2007 10:19 am
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

Posted: Sat Sep 29, 2007 12:07 pm
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.

Posted: Sat Sep 29, 2007 4:53 pm
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 :)

Posted: Sat Sep 29, 2007 6:41 pm
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.

Posted: Sun Sep 30, 2007 8:33 am
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.

Posted: Sun Sep 30, 2007 1:43 pm
by Kobra
what are revievers ?