View Full Version : DM-Jeremiad_beta [pics][download]
14th Nov 2005, 07:57 AM
Description: Gothic industrial.
Comments: Based on an old Quake2 map I made a few years back.
Credits: Epic textures and meshes
Comments and suggestions most welcome.
15th Nov 2005, 07:32 PM
Scale feels off. The lines of sight are pretty long and that means hitscan is almost the only useful thing here. The contrasting tight areas almost feel too tight. Had trouble finding the weapons. In fact, it took me a good six minutes to locate the hitscan weapons, and this is due to the flow of the layout feeling off. Item placement could be better, but at least there is some danger in going for the powerups. The various deadends in the map need stuff in them or they need to be gotten rid of. As for the visuals, they are just alright. Very repetitive and the lighting is subpar. There's only one cool visual feature in the whole map and that's the window by the rocket launcher, though I guess the gears and hanging catwalks aren't bad. The shock rifle hallway is pretty neat too but it is too shortlived and looks nothing like the rest of the level. The lighting needs to be much more dramatic. Right now it is basically all the same white-ish yellow with hardly any saturation and a lot of it is too bright and far-reaching, giving the whole level a rather flat and boring appearance. The map needs hotspots and shadows for contrast. A theme like this should be kind of creepy and eerie, and it is anything but that at the moment with all the walls lit up so brightly with high-radius bright lights.
Not many people come down to this part of the forum, so if you want more than me and maybe someone else on the Insite team to play it if you're lucky, you should post it here (http://forums.beyondunreal.com/forumdisplay.php?f=131).
15th Nov 2005, 07:36 PM
Yo g-unit. This map is cool.
As T2A said, tha lightning should be more dramatic, i also found the wall texture inapropriate for the ceiling. The layout is OK, but it should use some more details, it feels very empty.
PS: Love the broken wall with gears.
15th Nov 2005, 07:48 PM
The lighting I'm working on now.
The big room with the super shield needs something on the one big empty wall... I think there's an oppertunity to break up the "sameness" of the map.
I'm interested in where you felt the dead-ends were. I can think of one below the sniper rifle, but with the player start there I thought of more as a "dead-beginning".
I'll post over at the BU you linked to. Thanks for having a look!
(Here's to breaking my 6.0 rating spree.)
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