You say there are no goal events. Didn't the falling rocks work for you? or is it not enough?
I'll work through your points, fixing as I go
Sorry, I missed them. Very cool. However, the fact that I missed them points to a draw back. Most of the time they won't be seen in replays. Also, any player past half court, looking towards the goal, doesn't get an effect instantly when a goal is scored.
Another words, the falling rocks effect is very cool, but I would like to see another effect by the goals with some sound along with it. The falling rocks plus some kind of fire effect by the goals, should look really wild.
I have a problem playing maps that are the same color as a team. Small Dragon Isle for example, like Cavern: The red in the maps sight lines makes it hard to see (if your red) your teammates and for blue it makes it hard to see the attackers. Like baseball in US, DV maps need to have a background that doesn't blend with a particular team. i.e. the green bleacher area in the outfield where seating is not allowed so batters can see the ball they are trying to hit.
I hate having to adjust gamma, brightness in game and on the monitor every map. It gets ugly when you don't get the settings changed to a playable hue the first attempt because of having to afk in game.
hm, you closed the sides of the pbox, that takes away lots of gameplay options.
you cannot get into the box from the sides, its a middle-only thing, should get pretty monotounous.
and the ball bounces off in unpredictable ways off of the rock wall
oh, hint:
dont have girders or anything irritiating as the main wall. you might not see players, the ball, beacons, whatever.
in cube i have a big plain wall, there you will never encounter problems like that
and the cave needs more detail, stuff thats hanging down, whatever, its so empty....
TEZC_Robban wrote:
Yeah, closing the sides of the pbox is not a very nice idea if you ask me :< although it's nice you're trying new stuff
I tried new stuff with Greenbaize. It didn't work. I want this map to be playable therefore I'll go back to the drawing board and attempt to make something better.
DavidM, as always I find your advice invaluable. Thanks
Hmm, how to make a cavern with flat, simple walls and yet not look dull and not out of place?
well, try to make it like i did in cube. a simple empty cube on the ground, and all the fancy stuff above...
and its really important that you cant look thru the side walls, very disturbing
On your goal volume; you can score from the back side of the net. You need to adjust the volume away from the sides and back.
DavidM is correct, the pillars cut quite a bit of the play field out. A smaller footprint on the field would work better. Having them just cut a small corner of the map would work for both gameplay and looks.
I disagree with DavidM on the fences being irritating. A big plain light colored wall would make it easier to see players, however, look at your map. The fences work fine. You have other options.
Put lights half in the floor if you want to increase player visiblity without messing up the floor lighting. This will light up the players without lighting up the flloor. Your only dark spot is the center of the map. The sides are well lit.
Make your fences special light and use special lighting on them. This will get rid of the red glow on them. Also, it will free you when trying to balance the lighting.
Grates in the floor with lighting under, will up-light players going over them. The darkest past of your map is the center. A grate with glowing lava (lights) with increase player lighting in this area.
Making this map with plain walls will have a huge impact on looks. I don't believe there is any reason to go that way.
Some stalagmites hanging from the cavern roof would look great. Some coming up from the floor might also look good.
P.S. from the look of the UT2004 screens, they have improved the bright skins and made player move visable.
Last edited by Twigstir on 10-02-2004 07:54, edited 1 time in total.
Twigstir wrote:
Some stalagmites hanging from the cavern roof would look great. Some coming up from the floor might also look good.
If I'm not mistaken stalagmites are actually the ones that come up from the floor =\
The ones that hang from the top of the cave are stalactites (Stalactites are basically any pendent cone or cylinder consisting of calcium carbonate attached to a cavern roof or side, just not from the floor ).
edit:
Webster's Revised Unabridged Dictionary (1913) : (b) In an extended sense, any mineral or rock of similar form
and origin; as, a stalactite of lava.
Last edited by Messy on 09-02-2004 21:48, edited 1 time in total.
I would agree, see through walls have drawbacks and can be a proplem DavidM. I think the cavern rock walls in this map are bright enough and plain/similar enough to work well. Getting rid of the red glow on the fence should make the fence stand out more and help visability. For this map, I think the fence works well both for looks and playability.
For other reading this, DavidM is correct that plain walls with the detail above, works best in most cases. You should keep that in mind when thinking of map ideas.
The goal volume problem I mentioned earlier, allowings goals that hit the back of the net, is preventing people testing the map, from enjoying it. We could use another beta.
You might also want to address some of these before releasing the next beta.
Players are getting boosted out of the map and running around.
The players are a little dark in the middle.
Turn the fences around on the ones that the grates glow red. That will make them the color of the playing field lights. (my bad - you don't have to use special lighting) The sheet grate texture, even though two sided, only gets light from one side.
Only one of the camera actors should have replays set to true. One side get a very foggy replay.
I've just a made little update to the map, nothing much. I still want to totally rebuild it, just want to see if it can work with the grates instead of a solid wall surrounding the playing field.
Turned the grates around and made them taller (looks horribly stretched but this is only a feasibility test remember)
The maps looks fine, and I have to agree with david saying that if u can look thru walls it can be annoying, but in this case (the map i mean) this is absolutely no problem...
The Only thing I found a bit annoying is the radar. U can't really see the pz-s on it, and the map is actually not a definit box, but there is a part of the cavern in it, so, it is not that square...
Anywayz... I like it, and it is in good progress, keep up the good work... I'll take a deeper look in it after I'm finished with my work...