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PostPosted: 27 Aug 2012, 16:11
by Karoushi
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Re: [MAP] Nivellensem

PostPosted: 28 Aug 2012, 09:10
by Ulukai
Hi, I took a quick look at your map and will provide you some feedback. Not bad for a first map (I've seen worse :p) but it will take some work to polish to make it more playable and enjoyable. What I see is a city which features some nice elements like the streets and the green, but I feel like you want to use too many possibilities the engine has to offer in 1 map. Like why do the windows have a scrolling texture on them on one side and the other side is see-through? And the scrolling textures on the bars above the streets are annoying too imo. They don't have an extra value because they don't represent anything that needs animation.

The buildings are very basic in form and texturing. Try to add detail by letting pieces of geometry jump out and use different texturing on them. A whole side of a building in 1 texture is not a good idea. Take a look at buildings in a real city to get some inspiration. I noticed that you are using squares a lot too, instead of pushing corners (Q + scroll) or faces (F + scroll) in. And try to use some different block size sometimes as well.

So my advice: take a look around and ask yourself: why have I done things this way and how could I improve them?

About the affinities: They work the same way as entities and playerstarts. You create a neutral affinity (/newent affinity) and use the numbers + scroll to determine in which mode or for which specific mutator you want them to be active. For example: for a CTF game between red and blue, you create 2 affinities, you set one to the red team and 1 for the blue team. Make them both active in CTF mode, and you're done. The best way to learn is to study other maps in the game. Take your time to do so. And there are some RE mapping tutorials with good tips on youtube as well. Here is the first out of 3 videos: http://www.youtube.com/watch?v=V2I5BwhBMe8

Re: [MAP] Nivellensem

PostPosted: 28 Aug 2012, 16:39
by Karoushi
I would like to quickly update this post, I intended to do it immediately but I had to wait for it to be approved.

The initial file I uploaded wasn't finished (yesterday I got up and uploaded it without checking it) and it didn't have waypoints and some modes, so over the span of yesterday I was playing and testing/fixing the problems, so here is a more recent version - though I don't know how to fix some things.

The one thing I currently would like to know is what the mutator/mode number is for Hold Bomberball, because that is the only mode that doesn't work currently and apparently there are 2 billion codes for the modes so I have no idea what it is.

Anyway, here is the most recent map file with the changes: Thank you for your feedback and I did look at some other maps (like Fatal Error) to see how they make those maps within a map and I'd have to say they are very professional and have a lot of time put into them. This map was just a fun random moment in online map editing made by multiple people so the real objective here was just to get it cleaned up and released, polishing is in the works now!

The thing I like about the map is that there are interiors for every building, unlike on the center map.
The tunnels are also very fun.

Anyway here is the most recent map file including waypoints and some more modes.

P.S. Those scrolling texture bars were put there by someone else and I just never saw a point to remove them, as I was new to map editing with this engine entirely so they were cool to me. Von made those buildings (the one in the back that is like a dance club with the scrolling texture bars) and I just never saw it fit to remove them, I thought they were cool so I kind of added them to some other stuff like the tower/outpost. :P

Basically this was several peoples first ever map making experience with the cube engine, like I mentioned in my first post - when we first started on an entirely blank map I didn't even know how to make cubes yet let alone set skybox or scrolling texture bars. :D
The nice thing about having time on my hands means I can learn all I want to.

I will be starting my own map today (or soon at least) when I figure out how I want it to look, I am thinking some sort of space station/star base or something. :D

Re: [MAP] Nivellensem

PostPosted: 28 Aug 2012, 19:10
by Calinou
Use .zip format instead of .7z please, Windows users have to download 7-zip before being able to extract them...

Re: [MAP] Nivellensem

PostPosted: 28 Aug 2012, 19:27
by Fallen
Calinou - 99% of users have 7-zip or winrar installed, both can open .7z afaik.

Re: [MAP] Nivellensem

PostPosted: 29 Aug 2012, 00:05
by qreeves
Fallen {l Wrote}:Calinou - 99% of users have 7-zip or winrar installed, both can open .7z afaik.

Doesn't matter, expected convention is .zip files.

Re: [MAP] Nivellensem

PostPosted: 29 Aug 2012, 00:47
by ctdabomb
screenshots?

Re: [MAP] Nivellensem

PostPosted: 29 Aug 2012, 02:29
by Karoushi
Uploaded a .zip as requested/instructed.

EDIT2:
Good screenshots have been added, though they still only entail some of what the map includes.

My first solo map is coming along well so far, i'll probably upload it within the coming days.

Re: [MAP] Nivellensem

PostPosted: 01 Sep 2012, 02:58
by Sniper-Goth
So, thats how the map turned out? Nice.
But needs some lights.