New Map Testing
ShenTraX
Join Date: 2003-11-10 Member: 22434Members, Constellation
<div class="IPBDescription">Tell me what you think.</div> I'm in search of some peeps to help me test out my new map. You can read up on it <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=332' target='_blank'>here</a>. Adn you can download the beta <a href='http://webpages.charter.net/shentrax/shentrax/shentrax/ns_shen03_RC4-beta.rar' target='_blank'>here</a>.
Please let me know that you think.
Thanks.
Please let me know that you think.
Thanks.
Comments
ND
Feel free to d/l you a copy and give it a walk-around.
I do apreciate the critique.
Thanks.
But I seem to lag at one of the hives, I forget which, but it is the one near the room that has the moving boxes.
I also found this little problem, but you probably know about it.
There are 2 hives close to the boxes, i though i put them far enough away, i'll have to see which one gives me trouble. If you get a chance see if its the one with the yellow light, or the one mostly in red. They are at either end of the 'shipping area'. Though i think the red one is further. its hard to tell. I could cut the boxes to two and see if it helps.
I really do apreciate the critique, and thanks for testing it out.
When I started to mapping (this school year), I created my first map in one month and it was average quality, I deleted it and start again. I think now is much better. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
nice = merciful ?
And i really like the large laser or were ever it is, i thing its in double res. It looks big chunky and nasty <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. Give it a purpose, some kind of drill or weapon.
gamma is set to 1.0, use env_gamma to find a value you like between 1 and 2, most maps are ~1.5 and above. This is sometimes refered to as overbrightening.
Some areas are lit with nearly monochrome lighting, this is ugly. Monochrome lighting is usually used as support lighting, the main lighting is usually kept to something close to white.
Most of the map is devoid of shadows. I like shadows, but not harsh shadows, may wish to dim the lighting a bit and remove the lighting completely in short passages and use -bounce <integer> in RAD command line to give dark passages indirect ambient lighting from other areas.
Some lights are too bright, completely saturating a spot. This is bad because completely saturated lights cannot be anything else than white(red blue and green all maxed out). What you get is a transition from white to colour to darkness, this is ugly.
power transfer:
-glass roof prevents comm from building in the hive unless you peek though holes in the glass
-Something is obstructing the ceiling from view behind the glass, I think it is a sky textured brush? The ceiling flickers in and out between sky and ceiling texture when you move.
-ladders to thick
ground flow: w_polys reach ~800
ore: badly scaled infestasion texture(something like 5 times more streched in one direction than another)
image analysis: w_polys reach ~800
material destruction:
-YOU CANNOT SHOW PEOPLE A HUGE WEAPON/BOMB OR ANY OTHER COOL THING AND NOT LET THEM USE IT <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
-You can see the inside of some of the pipes near the ceiling, it destroys the illusion of them being functional pipes and makes them look like props.
-flickering led is too bright/affects a too large area, may wish to use light_spot instead.
-destruction hall east, floor texture transition between grate and metal plate texture ugly.
-one peice of the rubble is floating eerily off the ground merely touching in one place.
-material destrucion north elevator totally silent
reservoir:
-Weird water, use func_water. Water surface is not seen from below the surface, no underwater distance fog effect, feels like you are in noclip mode, water texture completely motionless.
-access east has an unopenable door with a particularilly annoying unaligned texture on it.
destruction hall west elevator:
-You can see the elevator floating in mid air when it is in the raised position(you see under the pillar at the ground level)
-hard to jump down the elevator before it comes up and move past it. This is annoying because you can jump the distance without losing health.
-A bump with warningstripe trim texture on the floor makes skulks jump when they run over it.
destruction elevator north:
-w_polys reach ~800
shipping obs:
-some stairs are floating in mid air.
-pink/red light set to pulse or something is shining on the ceiling in an odd way, may wish to use light_spot instead.
The 1000? question is, is it fun?, Haven't played against anyone so I haven't got a clue.