[MAP] DRoom

[MAP] DRoom

Postby ZPRaven » 17 May 2012, 17:18

Hi. :) I present to you my map. If anyone can help it bring to the better quality, it would be nice. I would be grateful for the feedback / comments.
Licence: GPL 2+
Last edited by ZPRaven on 19 May 2012, 19:09, edited 1 time in total.
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Re: [MAP] DRoom

Postby D.A.M.I.E.N. » 18 May 2012, 11:59

Hi, the idea of map is quite good. I like the nice looking stair-rails and the small water port in the middle.
But I think that entire map should be cca 1.5x - 2x bigger though.

To make it really playable, you could consider about these suggestions (about appearance and playability):

    Skybox, Lighting
The map is too dark, also.. there is few of nice day skyboxes, that could be good fitting to this map I'm sure, but it is not necessary to change skybox.
And there is not enough of lighting. A lot of places are too dark and losing a possible interesting atmosphere then.

    Texturing
You could try to choose some better looking textures in some places. For instance, when you look at texture of stairs, it doesn't look too well, etc.

    Playability
To make it better playable, I would make it bigger. Also.. on the screenshots below with comments I will show you how to improve some things.

Image

Actual way(s) to the bases are hard to use. You can see why. About the angle of ramps,
if the map would be bigger, then lower angle of stairs would be appropriate.

Image

Possible way how to improve way to base at the top.

Image

Design looks good, but think about playability, if you want to keep there weapons as it is now.

Image

Design is kept and it is much easier to get under the construction.

Image

One of the visible texture errors.

Image

To fix it, try work with commands for rotation of texture "vrotate" # (1-3) and with position of texture,
via F3: vtex/"offset texture up or down.."

Image

Example of making a good looking pavement.

Image

I suggest make this "bridge" wider. And instead of a clip at the top,
you can make slash walls and there some windows with alpha material: /alpha; to adjust permeability: /valpha (0.1-1)
And also decrease scale of lamps, because it blocks movement and smaller are better fitting.

Image

Some places are too dark.

Image

You can use mapmodel or correct position of texture.

Hope that my advices are a little useful at least. There is more things to do, but if you think of a playability, you can locate them and improve easy on your own. Keep up editing, it can be a good map.
Image
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Re: [MAP] DRoom

Postby DroiD » 19 May 2012, 15:12

its just the Dressing Room of Urban Terror :/
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Re: [MAP] DRoom

Postby D.A.M.I.E.N. » 19 May 2012, 16:08

Oh.. so it is suppossed to be just remake?? Then you should have mentioned it and not introduce it as your map, ZPRaven.
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Re: [MAP] DRoom

Postby ZPRaven » 19 May 2012, 19:14

Thanks for the tips. Sorry didn't warn you. Some idea were taken as the basis from "UT.DR". But map created from scratch. It's similar, but this is not it. Anyway it test work. On the creative does not apply.
Increase size on x1.5 + some cosmetic changes
Attachments
droom.zip
(644.97 KiB) Downloaded 350 times
screenshot.0005.jpg
Screenshot
screenshot.0006.jpg
Screenshot
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Re: [MAP] DRoom

Postby DroiD » 20 May 2012, 16:14

Here!
I changed a fiew things...
-added a tower. why? its RE's trademark, sorta a futuristic look and makes map less lame
-chopped the bridge in half. so that when the rocket spawns you dont need to stop and jump
-added rain
-added a jumppad near the flags

TO-DO: bot waypoints so they dont get lost
screenshot.0009.png
like mah rain?

droom_0.2.zip
map file
(893.78 KiB) Downloaded 353 times
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