making it a co map won't help you control r_speeds. Look up tutorials on websites like <a href='http://www.snarkpit.com' target='_blank'>the snarkpit</a>, or <a href='http://collective.valve-erc.com' target='_blank'>Valve's Collective</a> or just use google. There you can find a ton of information on controlling r_speeds.
The biggest tip I can give you is to turn on developer 1 and gl_wireframe 2 in console and run around your map. gl_wireframe 2 will show you everything that the engine is attempting to draw. Try to adjust things like the way that doors line up to make what the engine draws as close as possible to what you see. Like I said there are a lot of tutorials out there that do a much better job explaining all of this.
It seems that you have totally ripped your architecture from ns_eclipse. Please, try something new. The latest shot looks so similar to the part of eclipse near Computer Core (all those pilars, doorways and texturing). If you don't want people to remember you as the one who copied the architecture of these maps, be more original.
Some comments of the areas in the shots:
1. The elevator shaft looks nice and clean. However, you could add some more detail there. Add some kind of a track the elevator goes along. Things people rarely notice when they are playing. It's fascinating how even little things add so much atmosphere to the map.
2. That hallway with the pilar like doorways look rather empty. I'm not sure if Kouji mentioned this yet, but maybe try adding some damaged part to the map? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
3. The room I personally like the most is the one with rt. The lighting is nice and it looks original.
Keep it up, I say. If the gameplay side is going to be as good as the artistic side I believe this map has potential of becoming a hit. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-perso+Aug 9 2004, 02:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (perso @ Aug 9 2004, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. That hallway with the pilar like doorways look rather empty. I'm not sure if Kouji mentioned this yet, but maybe try adding some damaged part to the map? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> YEAH!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Oh and I did mention it oh I dunno 3 times <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Im sorry but this time the map gonna go combat. If i can fix the r speeds after co_gendo b1 then i gonna make it ns if everything goes well without any bad errors.
This is the update version 1.3
The map is about <span style='color:orange'>60 %</span> done and gonna go combat. Sorry.
What a collection of screenies to the natural-selection! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Nz-Nexus+Aug 10 2004, 01:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Aug 10 2004, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What a collection of screenies to the natural-selection! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> would you be able to send me a .bsp for me to run around in and get specific feedback for you?
(i'm a moderator, i don't leak, or decompile... just thought i'de mention)
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up.
Im tired for today and have worked extremly hard on the Hive Area.
So here is 2 sceenies coming.
I think i can make it ns anyway then. Heheh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Ron2K+Aug 10 2004, 07:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 10 2004, 07:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't you ever listen to what people tell you?
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's not entirely true. What Nexus may mean is that in NS mode, the Commander view may go over 1000, but in CO, since there is no Commander, it isn't a problem.
From the looks of the screenshots, I can't see why the r_speeds go that high, and if it is a commander view problem, then simply zooming the Commander view in will bring the r_speeds down.
On the other hand, I do agree that you aren't really taking on any advice that is given. The map looks like another eclipse / veil clone, you really should do something unique to make it look like your own. This is your first map afterall, you don't want people to think your a design leech from the go.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place. Try opening up a new map file and experimenting with brushes, shapes and creating structures.
<!--QuoteBegin-SamR+Aug 10 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Aug 10 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ron2K+Aug 10 2004, 07:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Aug 10 2004, 07:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't you ever listen to what people tell you?
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That's not entirely true. What Nexus may mean is that in NS mode, the Commander view may go over 1000, but in CO, since there is no Commander, it isn't a problem.
From the looks of the screenshots, I can't see why the r_speeds go that high, and if it is a commander view problem, then simply zooming the Commander view in will bring the r_speeds down.
On the other hand, I do agree that you aren't really taking on any advice that is given. The map looks like another eclipse / veil clone, you really should do something unique to make it look like your own. This is your first map afterall, you don't want people to think your a design leech from the go.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place. Try opening up a new map file and experimenting with brushes, shapes and creating structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Forgot about that - I was thinking of r_speeds from the perspective of your normal player...
<!--QuoteBegin-Nz-Nexus+Aug 10 2004, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ Aug 10 2004, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All i can say is.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Eh.. WTH. Could you please not waste the forums bandwith with such stupid, annoying, green, flashing banners. Or what ever it may be. I can't even read what it says.
<!--QuoteBegin-SamR+Aug 10 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamR @ Aug 10 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On the other hand, I do agree that you aren't really taking on any advice that is given. The map looks like another eclipse / veil clone, you really should do something unique to make it look like your own. This is your first map afterall, you don't want people to think your a design leech from the go.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place. Try opening up a new map file and experimenting with brushes, shapes and creating structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> He won't be reading this, too long for him...
<!--QuoteBegin-Delarosa+Aug 10 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Aug 10 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> would you be able to send me a .bsp for me to run around in and get specific feedback for you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Myself, I would consider sending the bsp to him. As far as I know you've had some problems with your r_speeds. Maybe Delarosa would even be able to give you some advice on lowering the w_poly count. I would suggest you to read some tutorials that explain what leafs and portals are and how you can use hint brushes to lower r_speeds.
On the map itself, it's nice, but, well, we've seen it all before. New maps need something that makes them unique in their own way. Yes, Eclipse and Veil are wonderful maps, but making another map that looks very similar just won't grab people's attention.
Also, asking for feedback then not even giving an indication that you're listening to that advice is a bit of a <i>faux pas</i>. There are plenty of experianced mappers and community members replying in this thread with helpful advice, yet you seem to be ignoring it entirely.
On the map itself, it's nice, but, well, we've seen it all before. New maps need something that makes them unique in their own way. Yes, Eclipse and Veil are wonderful maps, but making another map that looks very similar just won't grab people's attention.
Also, asking for feedback then not even giving an indication that you're listening to that advice is a bit of a <i>faux pas</i>. There are plenty of experianced mappers and community members replying in this thread with helpful advice, yet you seem to be ignoring it entirely. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I will finnish this map anyway. And i absolutly dont cares what other says about my map because i dont have more time to make it NS classic style. You allready know that Source Engine is coming in September. And dont be a fool because the only way i know is to get it done before some HL2 engine arrives or NS changing to Unreal Engine. I dont have more time, i work extremly hard on my map. U most know that im trying do the best i can. And show me a Combat map who have Eclipse/Veil style? All maps only using ns2.wad mostly. Now i feel like a robot, all you want is to turn this map to NS. But that gotta hurt i know, i cant i wont and i dont have any time. This will be combat. Sorry im trying to make it only a good first map ever released by me before there is too late.
What do you mean with unique? Well if you have some ideas give me instead of comment that i really ignoring all. I dont see any help here. That is your problem.
If you dont gonna play this map or dont like it or just pooped on it, the it gonna by my way. I allready got attention and public servers for it awaiting. Im trying to become a better mapper, nothing more.
AND I DONT CARES IF SOMEONE IS BETTER IN MAPPING THEN ME. MY POINT IS TO BE ALLWAYS BEST.
Dont be mad on me but Delarosa gonna make a review of this map and have allready tested it so.. He likes my map and i need fix some bugs errors etc.
It's ok. Man if you could understand. I love my fans but i never wanna something bad. So take it back.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What do you mean with unique? Well if you have some ideas give me instead of comment that i really ignoring all. I dont see any help here. That is your problem.
If you dont gonna play this map or dont like it or just pooped on it, the it gonna by my way. I allready got attention and public servers for it awaiting. Im trying to become a better mapper, nothing more.
AND I DONT CARES IF SOMEONE IS BETTER IN MAPPING THEN ME. MY POINT IS TO BE ALLWAYS BEST.
Dont be mad on me but Delarosa gonna make a review of this map and have allready tested it so.. He likes my map and i need fix some bugs errors etc.
It's ok. Man if you could understand. I love my fans but i never wanna something bad. So take it back. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
See, this is the problem. People give helpful advise, and you either completely misunderstand it, or flame them.
Others in this thread have said that there are ways to reduce r-speeds, which by your own admission is the principle reason Gendo will be a CO map. You gave no indication that you had followed any of these suggestions. Now if you want the map to be CO, then that's fine; I enjoy both Classic and Combat, as do many people in the community. But when people give advise you should at the very least acknowledge it.
Secondly, my point about the "uniqueness" of maps is that people will get tired of maps that look similar. There are already two maps, Veil and Eclipse, that look remarkably similar to Gendo. It doesn't matter if Gendo is going to be a CO map; people will still get bored with it much faster than a map that is differant from other ones out there. If Gendo offers something unique in terms of gameplay then it has a far better chance of being remembered. Take co_Daimos, a memorable map primarily because of it's weldable phase gates.
In mapping, like anything else that is designed to appeal to a group of consumers, the product must grab the consumer's attention. Something new, with a differant atmosphere and feel to other products, is more likely to be remembered, and thus more likely to be sampled more often.
Thirdly, I am not attacking you. I have absolutely no skill in mapping whatsoever; I cannot even begin to understand the basic programs being used. There is no way I could even produce a square box with a single spawn point in it. Nexus, you are a skilled mapper; your work speaks for itself. I did not demean your abilities. Not once did myself, or others in this thread, tell you to quit working on Gendo and scrap it.
What myself, and many others, are trying to do is offer constructive feedback and critisism. We are trying to help you, by giving you the serious feedback requested by you in the topic title.
Now you can interpret what we say as you wish. Your reaction in this case has been to see my advice at least as an attack upon your abilities as a mapper. This was not my intention. You can ignore us, and flame us, but as Ron2K pointed out, if that is how you wish to treat us then we simply won't give you any feedback whatsoever.
<!--QuoteBegin-Ryo-Ohki+Aug 11 2004, 09:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Aug 11 2004, 09:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What myself, and many others, are trying to do is offer constructive feedback and critisism. We are trying to help you, by giving you the serious feedback requested by you in the topic title.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ok right i will listen and i dont wanna hurt anyone or say something bad.
But i wanna make my map combat. And i know what to do to make it more unique like you says. Dont worry i have allready thinked about everything from the beginning. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Ah comeone a map or nothing at all.
But thanks for the comment. I can really say that i have understand u and im listening now. U have the words.
But i also wanna know what is bad with my map or wrong if you know or more atmosphere or something like that. Please tell me and i gonna build after your words.
<!--QuoteBegin-BulletHead+Aug 11 2004, 09:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Aug 11 2004, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *sighs* nexus, you need to separate constructive criticism from the a-holes out there...
that's all I'm going to say, it's now 3:40 am and I'm STILL not asleep yet.. ugh... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Oh, master of the constuctiviness, please, enlighten us with your superior IQ.
Aside from stupid smileys, insulting everyone, and still denying that you are JLP under another account, you dodge the swear filter and don't offer any kind of feedback. Yes, you're an appropiate person to listen to...
Map looks good, however the lighting is still a bit bland... some textures also just aren't aligned correctly (giving a weird effect).
I haven't seen a layout of your map yet... you also should think about how some rooms should be (considering some rooms might be bottlenecks and therefore needs more attention for cover and stuff).
Comments
The biggest tip I can give you is to turn on developer 1 and gl_wireframe 2 in console and run around your map. gl_wireframe 2 will show you everything that the engine is attempting to draw. Try to adjust things like the way that doors line up to make what the engine draws as close as possible to what you see. Like I said there are a lot of tutorials out there that do a much better job explaining all of this.
Some comments of the areas in the shots:
1. The elevator shaft looks nice and clean. However, you could add some more detail there. Add some kind of a track the elevator goes along. Things people rarely notice when they are playing. It's fascinating how even little things add so much atmosphere to the map.
2. That hallway with the pilar like doorways look rather empty. I'm not sure if Kouji mentioned this yet, but maybe try adding some damaged part to the map? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
3. The room I personally like the most is the one with rt. The lighting is nice and it looks original.
Keep it up, I say. If the gameplay side is going to be as good as the artistic side I believe this map has potential of becoming a hit. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
YEAH!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Oh and I did mention it oh I dunno 3 times <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If i can fix the r speeds after co_gendo b1 then i gonna make it ns if everything goes well without any bad errors.
This is the update version 1.3
The map is about <span style='color:orange'>60 %</span> done and gonna go combat. Sorry.
would you be able to send me a .bsp for me to run around in and get specific feedback for you?
(i'm a moderator, i don't leak, or decompile... just thought i'de mention)
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up.
On a positive note, the map looks really good, especially with the updated lighting
So here is 2 sceenies coming.
I think i can make it ns anyway then. Heheh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's not entirely true. What Nexus may mean is that in NS mode, the Commander view may go over 1000, but in CO, since there is no Commander, it isn't a problem.
From the looks of the screenshots, I can't see why the r_speeds go that high, and if it is a commander view problem, then simply zooming the Commander view in will bring the r_speeds down.
On the other hand, I do agree that you aren't really taking on any advice that is given. The map looks like another eclipse / veil clone, you really should do something unique to make it look like your own. This is your first map afterall, you don't want people to think your a design leech from the go.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place.
Try opening up a new map file and experimenting with brushes, shapes and creating structures.
Comments! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Your r_speeds are NOT, NOT NOW, NOT EVER affected by the gameplay type. In other words, it doesn't matter whether your map is combat or classic, your r_speeds will remain the same. If you want to fix your r_speeds, read Reese's post, which is a few posts up. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's not entirely true. What Nexus may mean is that in NS mode, the Commander view may go over 1000, but in CO, since there is no Commander, it isn't a problem.
From the looks of the screenshots, I can't see why the r_speeds go that high, and if it is a commander view problem, then simply zooming the Commander view in will bring the r_speeds down.
On the other hand, I do agree that you aren't really taking on any advice that is given. The map looks like another eclipse / veil clone, you really should do something unique to make it look like your own. This is your first map afterall, you don't want people to think your a design leech from the go.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place.
Try opening up a new map file and experimenting with brushes, shapes and creating structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Forgot about that - I was thinking of r_speeds from the perspective of your normal player...
Eh.. WTH. Could you please not waste the forums bandwith with such stupid, annoying, green, flashing banners. Or what ever it may be. I can't even read what it says.
I suggest gutting out parts that people have said look the same as eclipse/veil and creating something new and unique in it's place.
Try opening up a new map file and experimenting with brushes, shapes and creating structures. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
He won't be reading this, too long for him...
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Myself, I would consider sending the bsp to him. As far as I know you've had some problems with your r_speeds. Maybe Delarosa would even be able to give you some advice on lowering the w_poly count. I would suggest you to read some tutorials that explain what leafs and portals are and how you can use hint brushes to lower r_speeds.
Get rid of that banner. Seriously.
On the map itself, it's nice, but, well, we've seen it all before. New maps need something that makes them unique in their own way. Yes, Eclipse and Veil are wonderful maps, but making another map that looks very similar just won't grab people's attention.
Also, asking for feedback then not even giving an indication that you're listening to that advice is a bit of a <i>faux pas</i>. There are plenty of experianced mappers and community members replying in this thread with helpful advice, yet you seem to be ignoring it entirely.
Get rid of that banner. Seriously.
On the map itself, it's nice, but, well, we've seen it all before. New maps need something that makes them unique in their own way. Yes, Eclipse and Veil are wonderful maps, but making another map that looks very similar just won't grab people's attention.
Also, asking for feedback then not even giving an indication that you're listening to that advice is a bit of a <i>faux pas</i>. There are plenty of experianced mappers and community members replying in this thread with helpful advice, yet you seem to be ignoring it entirely. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I will finnish this map anyway. And i absolutly dont cares what other says about my map because i dont have more time to make it NS classic style. You allready know that Source Engine is coming in September. And dont be a fool because the only way i know is to get it done before some HL2 engine arrives or NS changing to Unreal Engine. I dont have more time, i work extremly hard on my map. U most know that im trying do the best i can. And show me a Combat map who have Eclipse/Veil style? All maps only using ns2.wad mostly. Now i feel like a robot, all you want is to turn this map to NS. But that gotta hurt i know, i cant i wont and i dont have any time. This will be combat. Sorry im trying to make it only a good first map ever released by me before there is too late.
What do you mean with unique? Well if you have some ideas give me instead of comment that i really ignoring all. I dont see any help here.
That is your problem.
If you dont gonna play this map or dont like it or just pooped on it, the it gonna by my way. I allready got attention and public servers for it awaiting.
Im trying to become a better mapper, nothing more.
AND I DONT CARES IF SOMEONE IS BETTER IN MAPPING THEN ME.
MY POINT IS TO BE ALLWAYS BEST.
Dont be mad on me but Delarosa gonna make a review of this map and have allready tested it so.. He likes my map and i need fix some bugs errors etc.
It's ok.
Man if you could understand. I love my fans but i never wanna something bad. So take it back.
/nz-Nexus <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
that's all I'm going to say, it's now 3:40 am and I'm STILL not asleep yet.. ugh...
What do you mean with unique? Well if you have some ideas give me instead of comment that i really ignoring all. I dont see any help here.
That is your problem.
If you dont gonna play this map or dont like it or just pooped on it, the it gonna by my way. I allready got attention and public servers for it awaiting.
Im trying to become a better mapper, nothing more.
AND I DONT CARES IF SOMEONE IS BETTER IN MAPPING THEN ME.
MY POINT IS TO BE ALLWAYS BEST.
Dont be mad on me but Delarosa gonna make a review of this map and have allready tested it so.. He likes my map and i need fix some bugs errors etc.
It's ok.
Man if you could understand. I love my fans but i never wanna something bad. So take it back. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
See, this is the problem. People give helpful advise, and you either completely misunderstand it, or flame them.
Others in this thread have said that there are ways to reduce r-speeds, which by your own admission is the principle reason Gendo will be a CO map. You gave no indication that you had followed any of these suggestions. Now if you want the map to be CO, then that's fine; I enjoy both Classic and Combat, as do many people in the community. But when people give advise you should at the very least acknowledge it.
Secondly, my point about the "uniqueness" of maps is that people will get tired of maps that look similar. There are already two maps, Veil and Eclipse, that look remarkably similar to Gendo. It doesn't matter if Gendo is going to be a CO map; people will still get bored with it much faster than a map that is differant from other ones out there. If Gendo offers something unique in terms of gameplay then it has a far better chance of being remembered. Take co_Daimos, a memorable map primarily because of it's weldable phase gates.
In mapping, like anything else that is designed to appeal to a group of consumers, the product must grab the consumer's attention. Something new, with a differant atmosphere and feel to other products, is more likely to be remembered, and thus more likely to be sampled more often.
Thirdly, I am not attacking you. I have absolutely no skill in mapping whatsoever; I cannot even begin to understand the basic programs being used. There is no way I could even produce a square box with a single spawn point in it. Nexus, you are a skilled mapper; your work speaks for itself. I did not demean your abilities. Not once did myself, or others in this thread, tell you to quit working on Gendo and scrap it.
What myself, and many others, are trying to do is offer constructive feedback and critisism. We are trying to help you, by giving you the serious feedback requested by you in the topic title.
Now you can interpret what we say as you wish. Your reaction in this case has been to see my advice at least as an attack upon your abilities as a mapper. This was not my intention. You can ignore us, and flame us, but as Ron2K pointed out, if that is how you wish to treat us then we simply won't give you any feedback whatsoever.
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Ok right i will listen and i dont wanna hurt anyone or say something bad.
But i wanna make my map combat.
And i know what to do to make it more unique like you says. Dont worry i have allready thinked about everything from the beginning. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Ah comeone a map or nothing at all.
But thanks for the comment.
I can really say that i have understand u and im listening now.
U have the words.
But i also wanna know what is bad with my map or wrong if you know or more atmosphere or something like that. Please tell me and i gonna build after your words.
peace.
that's all I'm going to say, it's now 3:40 am and I'm STILL not asleep yet.. ugh... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Oh, master of the constuctiviness, please, enlighten us with your superior IQ.
Aside from stupid smileys, insulting everyone, and still denying that you are JLP under another account, you dodge the swear filter and don't offer any kind of feedback. Yes, you're an appropiate person to listen to...
I haven't seen a layout of your map yet... you also should think about how some rooms should be (considering some rooms might be bottlenecks and therefore needs more attention for cover and stuff).
Anyways, keep up the work, looks good so far.