Page 1 of 1

new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 01:59
by favorito
Please offer feedback and report mistakes in texturing, etc..

-favorito

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 04:12
by qreeves
Preliminary look, I won't touch the map until you've decided you're done with it.

  • Too dark again! I had to fix biolytic for this reason :P
  • The gravity is probably a touch too low. This was always a point of contention in BF, and RE's air physics is less forgiving. Either increase gravity or decrease air friction.
  • There are only three team affinity entities (alpha, omega, kappa), so one team in multi would have no flag/base (maybe I should make the game detect this and only enable three teams?)
  • With the decreased gravity, it seems very easy to get into an opposing base to steal the flag.
  • What the hell is with the name? I don't think I know how to even pronounce it!

It's otherwise a nice looking map, with a different twist.

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 05:18
by qreeves
P.S. Add descriptions to your commit messages so I know what the hell is going on! :P

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 07:26
by Ulukai
Hello favorito! The map looks like a remake of Morpheus from UT (see http://i.imgur.com/eXfN7.jpg or http://www.unrealplayground.com/forums/ ... ct_P6E.jpg for some examples) which is funny because I considered to do a remake of the map myself some time ago :) Well, nice to see it's done by your hand now.

I must say the texturing seems a little bit somber to me. It's all grey and so little colors... And the square lights on the diagonal ends of the walkway look weird.

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 22:00
by ZeroKnight
My friend who is in love with UT99 demands that you add the caution tape around the helipads ;P
And me too ^^ Detail is cool.

Anyway, I loved this map in UT99, so I'm excited to see it in Red Eclipse. Awesome work as always, favorito :D

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 22:43
by favorito
qreeves {l Wrote}:Preliminary look, I won't touch the map until you've decided you're done with it.

  • Too dark again! I had to fix biolytic for this reason :P
  • The gravity is probably a touch too low. This was always a point of contention in BF, and RE's air physics is less forgiving. Either increase gravity or decrease air friction.
  • There are only three team affinity entities (alpha, omega, kappa), so one team in multi would have no flag/base (maybe I should make the game detect this and only enable three teams?)
  • With the decreased gravity, it seems very easy to get into an opposing base to steal the flag.
  • What the hell is with the name? I don't think I know how to even pronounce it!

It's otherwise a nice looking map, with a different twist.


Man, it's this new laptop. It's like an NTSC-spec screen and I don't have the brightness cranked in the slightest, but evidentially I can't tell I'm making things too dark. : P

I'm done, feel free to have at it. I can go in and clean up your fixes then, like Biolytic. ; ) I can tell when you've been around, you leave the grid texture all over the place, hehe.

I did want to stress the low gravity - and the map's kind of paced around being able to make longer jumps - but feel free to tweak. As far as the CTF bases go, the map's really not based around the mode, so there's probably not a great way to do it. It might be easy to capture, but hopefully people won't run in looking for a great Capture the Flag map to play on... this is the one downside to forcing cross-mode compatibility for all of the game's maps. You might want to consider leaving it out of the CTF cycle altogether.

And I'm glad you love the name, it's got enough vowels, doesn't it? The original map was called Morpheus, so my name isn't that out of the blue. But then again, I don't know if they were referencing the god or not when they named it, so I could be totally wrong, haha.

And thanks for the feedback and compliments guys, hopefully it'll be a fun one to play on.

Re: new map - oneiori [svn repo]

PostPosted: 06 Aug 2012, 23:10
by xjojox
Sweet nice job

Re: new map - oneiori [svn repo]

PostPosted: 07 Aug 2012, 03:01
by raiden
A morpheus remake for RE? A nice looking one? I didn't expect that, nice and thanks, that's great.