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[Map] alpah (beta)

PostPosted: 20 Nov 2012, 23:47
by DrachenComputer
Hi Guys,

This is the Beta version of alpha. Yeah it looks like a remake of echo but it isn't. :) this map is my own creation. I don't know how to improve the lab downstairs near the teleporter it looks crazy I think?! What do you think about it?
(sorry: excuse my possible English errors)
This is the first version of the map alpha. I have the feeling that these map can be great.

Please post improvements for versoin 1.1 of alpha, I like to improve it. Thx :)

al1.png
al2.png
al3.png
al4.png


Pls report errors! Thx!

Map by DrachenComputer 2012
Map name: alpha
Version: beta
For 4 to 16 Players
Typ: deathmatch, cft, king of the hill, bomber ball

Installation to Red Eclipse:
put all files to the following folder:
in Windows: Username\My Documents\My Games\Red Eclipse\maps
in Mac OS:/Users/<name>/Library/Application Support/redeclipse
in Linux: ~/.redeclipse

HAVE FUN WITH IT!
by DC

Re: [Map] alpah (beta)

PostPosted: 21 Nov 2012, 00:02
by ballist1c
This could be made into a great replacement for echo, with some improvements; I will make them soon

Re: [Map] alpha (beta)

PostPosted: 21 Nov 2012, 03:43
by quintux_v
This map is kind of like echo meets syndicate meets foundation/lab. I like it.

Re: [Map] alpah (beta)

PostPosted: 21 Nov 2012, 18:30
by DrachenComputer
Thank you for the replays so I think the lab downstairs near the teleporter looks to crazy I will change it soon.

Re: [Map] alpah (beta)

PostPosted: 21 Nov 2012, 18:36
by raiden
This looks good from the pics. A bit grey, but right this is the beta :). I hope to find the time, to take a look later.

Re: [Map] alpah (beta)

PostPosted: 27 Nov 2012, 12:18
by DrachenComputer
Yes it looks a bit grey but its night or evening scene so that will be realistic light set or not?

Re: [Map] alpah (beta)

PostPosted: 28 Nov 2012, 19:11
by raiden
...
I would improve this some way. Just try some ideas like colored lamps or a sunlight from a low direction, improved texturing... there are many possibilities. Other things I realized: the ground feels a bit flat sometimes. Maybe more differences in heights could change that. On the other side there are the benches and other details as we would be in a park. These things are good, but can disturb the flow of gameplay a bit. Maybe you have an idea for that (lower borders, or noclips or something else). The place for the teleporter is ok for me, the particles look good also. Only the fast blink effect as a part of the design could be reduced a bit. The player could come out of the waterfall after transporting maybe, mmh... *loud thinking* .. I dunno here.

The mix of maps as quintux mentioned is near the truth - so this map has surely potential. I hope my points will help a bit, they are only thoughts and suggestions from my point of view.

Re: [Map] alpha (beta)

PostPosted: 29 Nov 2012, 05:12
by quintux_v
just a quick idea, maybe for detailing and adding color you could add bars that used a scrolling glow-shaded texture (not pulseglow, just glow), something that is animated and bright and colorful, and catches your eye. Like this:
Image

I know it's not animated, but the section that the player is walking over, in-game, has those lighter blue dashes of light moving from left to right. It's a very cool detail which brings out color and a futuristic theme to what you're working with.

As I mentioned earlier, you can also try to find the best ideas you see or like in other maps and bring them back together here. However, you need to also make this map its own being; make it distinct and different.

Re: [Map] alpah (beta)

PostPosted: 29 Nov 2012, 13:27
by DrachenComputer
I will think about it thank you for your replays.