Feedback time!
Hi minifloppy.
Nice effort. I can tell you have spend effort making this, and the Unreal 1 sounds did a good job with the atmosphere, like those frog sounds for the swamp feel.
Visually:
I think there should be a little more contrast between shadows and the sun light. The sun light color it self is great, I imagine making it a little more orange would not work too well, it seemed to be a nice balance between yellow and orange. I'd also see rays coming from those cliffs, it would create a nice touch to your whole atmosphere. but yeah, overall I'd sightly reduce the sky light, and play with the PP settings to get a little more contrast.
Grass and vegetation:
[SCREENSHOT]http://img223.imageshack.us/img223/2820/araja02.jpg[/SCREENSHOT]
This shot demonstrates what cold be ameliorated or just be removed. The grass itself for example, has some alpha issues, It's not because of the blue beam, it also happen when you walk by the map when grass is rendered over it. I am not sure how you could fix it, but I'd suggest you also try get the grass a little darker, it is a little to bright for the terrain's grass material.
As for those tall forest trees, I'd really consider removing them, for one, they just don't do it for me and kinda ruin those nice palm trees around the place, and second, the lighting on them its really nonsense, I guess you could fix that with playing around the material if you wish to keep them around. That's what i did with SilverPoint when I figured the speedtrees were looking better than just the other regular retail tree meshes.
Layout and Gameplay:
Again, just me and some AI, one game. So I can not be the perfect example here. But trust me, I really like non-linear warfare layouts. They're giving more opportunities than those 1-prime-to-core layouts. It's not that I have a problem with it though, I just tend to prefer non-linear ones. So thumbs up for that, nice minimap to BTW.
I liked the way you put extra link gun ammo link around, it's official that you hardly run out, but the weapon lockers are there to solve the issue as well. S I'd say 2 is a little too much for each nodes I've encountered with. There seem to be a lack of health packs as well? I ran over a Keg of health, but no medium pack IIRC.
No concerns with the number of vehicle or usage so far... no signs of Nemesis or DarkWalker, which is good considering the scale and layout. A Nemesis would be ****ing annoying on there.
Seems like people really don't like the scavenger though..
Perfomance:
Good, but like almost every other WAR map, it downs to 45 FPS when I am in the corner of the entire map looking at the middle, or when there's action around. But I see you used a respective culldistance on some objects, like the grass specifically. I don't know about the rest, maybe there is more optimization to be done.
To me, it's nearly as if the UE3 doesn't support Warfare scaled levels, or we need to learn about level streaming?
Nice job on your level.
Hi minifloppy.
Nice effort. I can tell you have spend effort making this, and the Unreal 1 sounds did a good job with the atmosphere, like those frog sounds for the swamp feel.
Visually:
I think there should be a little more contrast between shadows and the sun light. The sun light color it self is great, I imagine making it a little more orange would not work too well, it seemed to be a nice balance between yellow and orange. I'd also see rays coming from those cliffs, it would create a nice touch to your whole atmosphere. but yeah, overall I'd sightly reduce the sky light, and play with the PP settings to get a little more contrast.
Grass and vegetation:
[SCREENSHOT]http://img223.imageshack.us/img223/2820/araja02.jpg[/SCREENSHOT]
This shot demonstrates what cold be ameliorated or just be removed. The grass itself for example, has some alpha issues, It's not because of the blue beam, it also happen when you walk by the map when grass is rendered over it. I am not sure how you could fix it, but I'd suggest you also try get the grass a little darker, it is a little to bright for the terrain's grass material.
As for those tall forest trees, I'd really consider removing them, for one, they just don't do it for me and kinda ruin those nice palm trees around the place, and second, the lighting on them its really nonsense, I guess you could fix that with playing around the material if you wish to keep them around. That's what i did with SilverPoint when I figured the speedtrees were looking better than just the other regular retail tree meshes.
Layout and Gameplay:
Again, just me and some AI, one game. So I can not be the perfect example here. But trust me, I really like non-linear warfare layouts. They're giving more opportunities than those 1-prime-to-core layouts. It's not that I have a problem with it though, I just tend to prefer non-linear ones. So thumbs up for that, nice minimap to BTW.
I liked the way you put extra link gun ammo link around, it's official that you hardly run out, but the weapon lockers are there to solve the issue as well. S I'd say 2 is a little too much for each nodes I've encountered with. There seem to be a lack of health packs as well? I ran over a Keg of health, but no medium pack IIRC.
No concerns with the number of vehicle or usage so far... no signs of Nemesis or DarkWalker, which is good considering the scale and layout. A Nemesis would be ****ing annoying on there.
Seems like people really don't like the scavenger though..
Perfomance:
Good, but like almost every other WAR map, it downs to 45 FPS when I am in the corner of the entire map looking at the middle, or when there's action around. But I see you used a respective culldistance on some objects, like the grass specifically. I don't know about the rest, maybe there is more optimization to be done.
To me, it's nearly as if the UE3 doesn't support Warfare scaled levels, or we need to learn about level streaming?
Nice job on your level.