[MAP] TurokCity4

[MAP] TurokCity4

Postby Lindsay » 19 Apr 2013, 09:24

Hi, i've started to make a map some time ago - i took the idea from a old Turok2 map and changed / added a lot of stuff.
The map is surely not finished yet, there are the weapon/item places missing (i mostly play instagib)
and some light effects and the complete ambient of sounds and effects and whatever there is to do. I have to get used
to it first ;)

Image
Image

more:
http://uen.ansage.net/content/screens/map/T2City4_0.jpg
http://uen.ansage.net/content/screens/map/T2City4_2.jpg
http://uen.ansage.net/content/screens/map/T2City4_4.jpg
http://uen.ansage.net/content/screens/map/T2City4_5.jpg
http://uen.ansage.net/content/screens/map/T2City4_6.jpg
http://uen.ansage.net/content/screens/map/T2City4_7.jpg
http://uen.ansage.net/content/screens/map/T2City4_8.jpg

Download:
http://uen.ansage.net/content/download/maps/t2city4_0.zip

If you take a look, please tell me what you think about it and which parts of the
map are absolutely unsuitable .. and just generally what you would change/improve in the
leveldesign/texture choice. :)
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Re: [MAP] TurokCity4

Postby qreeves » 19 Apr 2013, 12:43

Texturing is a little dodgy, geometry needs a bit more refinement, the large body of water probably won't be very fun, but seems to hold promise otherwise. Continue working on it and pay attention to the feedback the community might offer.
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Re: [MAP] TurokCity4

Postby greaserpirate » 19 Apr 2013, 21:53

This is a big map, and I like big maps. It does get really confusing at times though, but overall the layout is alright and there aren't too many dead ends.

The first thing that needs work, IMO, is clipping. You can't really tell what's 'inside' the map, and being blocked by an invisible wall seems a bit sudden. The most glaring example is here:
screenshot.0250.jpg
What mysterious force is preventing me from going through here?
Another example is the waterway leading out of the map (in the second screenshot you posted).
My advice is: if you're going to add clip, I'd suggest adding it around only one specific type of terrain (for example make it so that you can't go on top of the rocks) and then add visible barriers for the other times when you want to block the players. Also, it would be a good idea to add a ceiling of clip, since in some places you can wallkick up and over the clip and hide outside the map.

Other advice:
-Found an error here:
screenshot.0251.jpg
(Also, borders are nice, learn to love them)
-I've never seen a brick railing before.
-I like the color of the rocks and the color of the bricks in the center area, but the textures repeat too often for my tastes; maybe a larger rock texture (like one of the jojo/redrock textures, or just use same texture and /vscale 1 or 2) and a more flat, less contrasty texture where the bricks are in the 1st screenshot you posted would be better.
-Like Quin said, the large areas of deep water aren't the best for gameplay. It looks nice, but shallow/wading water would look just as good, especially with some pieces of cover (like in panic).
-There are jumppads at the bases of the 'waterfall stairs' in the center area that don't make sense why they're there.
-'numplayers' value should be WAY more than 4, more like something in the 10-16 range if you ask me.
- Bots get stuck in a few places: near the bay at the pipe going to the secret room, and over on the other side near the barrels. They also tend to fall in the big circular vat of water at the other end of the map.

If you'd like me to work on things and go through the map in detail, I'm down with having a coop edit sometime. Just stop by the Doom clan IRC.

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Re: [MAP] TurokCity4

Postby raiden » 22 Apr 2013, 18:46

Downloaded :).
I also took a first look into it. I like the overall layout, because of it's different kind, compared to the other RE-maps. It's not a real parcour map, but it's very winding in parts. The biggest places (with water) have a nice atmosphere and structure. I think this map has a good potential, although it's a bit unusal for RE's type of gameplay. I see this as a special charm, it could be worth to make it fit for RE.
When I look into the details, the map shows up a bit like a construction site. It's clear, that polishing would need much work and efford. I mean there are many unsolved things in detail: eg. strange texturing, missing textures, clipping, some issues with geometry have to be solved, waypoints for bots (later), ... . Also some brainstorming could be done, if there are parts in the map, which could be simplified for a better gameplay or not.
Maybe I bring up some screenies later, when I have the time, or better we'll meet us for an online editing session some day. This would be easier I think, just because there are so much small things. However,we are connected already ;).
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