Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 20:12:53 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 21:11:14 GMT -5
Map WIP thread: leray.proboards.com/thread/3659/hennecks-wip-threadPlease post your feedback below. Thank You! henneckq2dm3 (my score: 3/10)This map is a little bit all over the place, in all areas. Not a very strong theme, or design. Awkward connectivity. Some visually very nice areas, while other areas felt very rough. Suggestions: Decide on a theme and design, and make it strong. Improve the connectivity, make sure it feels good to move around the map, not getting stuck or feeling that things connect weirdly. Improve the rough areas.
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Post by jitspoe on Apr 11, 2015 2:26:57 GMT -5
The lighting in the area on the last screenshot (http://s15.postimg.org/e2bnssior/quake080.jpg) is too bright. You can tell because the red lights actually make things darker (due to the color normalization) instead of lightening things up with a red tint.
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Post by cocerello on Apr 12, 2015 12:52:18 GMT -5
For more general details, info on the story behind this and how this information works and how its made, go to:
leray.proboards.com/post/27943/thread
Items found:
1 of each weapon besides BFG, 1 pack of slugs, 2-3x for the rest of types 3x health packs, MH, 3x armor shards, GA, 2x yA Review:
Decently compact solid typical Quake 2 deathmatch map. Decent to good mostly ''cubish'' brushwork, effective at what it does. Good choice of textures, but the brushes are not adequate in size to the textures used sometimes. Good solid DM layout with several good ideas in 2 floors. Well done lighting, in a brightness similar to most Id maps or a bit higher, good use of colors too. Interesting combat situations. Looks to be geared towards 6-10 players. No sounds seem to be used. Quite solid map, probably only those used to DM can find noticeable flaws on its flow and gameplay. Has some cool ideas, like the tiny room with the crate and the window, the or the placement of one of the yA and the CG. Even though it has only two floors, it keeps going up and down to minimize that. It has some issues with textures also. Suggestions:
- Fix the issues with textures: The blue texture doesn't go well there, and as a movable one is bad, as its tiling is noticeable, also the ceiling texture used in the middle part of the map, in the room where the two yA are, or the one used on the top of the stairs and in the platform near the lowest part of the ladder aren't of a good size with relation to the texture used on them. - you textured like the ceiling a brush that was intended to be used as a light, on the room with the yA near the slug pack. - Place better the light brushes on the ceiling, the brushes that are used for light on the ceiling just above the RL need to be placed in an specific place that goes with the texture on the ceiling. - The red lights in the room with the SSG, on the opposite side of where the weapon is look like someone dropped tincture on the area, instead of looking like red lighting. - The room with the crate and the window is asking for an item, probably a health pack. - How about putting something on the pond in the room with the SG? - A hidden room or hard to reach place, please, to complete the pack.
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