-
Posts
35 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Posts posted by Yokai
-
-
That's pretty awesome looking, though I feel that it's a bit too grungy, though I guess it depends on it's surrounding environment... But great job.

-
Looking good... Though its hard to know the full product until it's seen in-game.

-
Looks very well done, but for some reason the head looks a little small but that may be my "being accustom to guitar bodies" getting in the way. looks nice.
-
Thats really nice, but I feel the white environment light is a bit strong and seeing (or assuming) that this is a visual piece, I would say that you should add a few more brushed here and there. Though it looks good overall. The pipes at the side definitely need to be looked at but otherwise it is a great start.
-
Out of curiosity, how does this editor handle custom content? (Texture / Models are allowed to be imported correct?)
Going to the topic in hand: Your map looks very nice. The rocks really do need some moss though!
-
Its either the head is too big or the hands are too small. Most hands take up the same size of the face.
Keep working on it, make sure your final model will have slightly better textures. Right now, textures seem... well, texture-less... =P
-
@Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay.
On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy
The map has several weaknessess that I will address in my next project.I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).
Well if the players like it, then it must be well thought out. I mean, I know what you mean by not having too much clutter, but I think I was thinking more of a tactical mind than a DM mind. (You caught me on that)
As for the lighting, I love the use of colored lights. I really really do. But the more white you make them the more realistic they look. But that aside, the map seems alright. I am getting my new comp set up as I speak so I can try it out after I install my UT3. =)
As for being completely new: I really didn't expect that. Maybe you mentioned it before, but so far your stuff looks alright. As I read through your post, it seems that you don't make the mistake that many new mappers take. I think you take a step back and actually do some deep LOOKING into your map, which is a good thing to be able to do. Some people are blinded by what they think is quality and just release it, and that usually comes to bad maps. So really, nice job for your fist released map. God my first map was horrible so I won't bother to bring it up. Bon Voyage.
-
It's cool to see that, even though this is quite the outdated engine, mods such as the specialist still get a few custom maps here and there. But...
I think that this map is lacking quite a bit. I mean, I know that this is a very old engine and possibilities are limited, but theres still quite a bit you could add to this. Brushwork on outdoor buildings could be upped, and interior rooms seem to be using the same texture for almost every way. Try splitting the textures for the walls, use a bottom and a top texture. Sure, not really necessary to do this for every room, but it gives a little big more depth.
I suggest you just start on a fresh slate and keep those suggestions in mind.
-
Even though this is in finished work section, it would be cool if you kept updating this map. Each time you update, it looks a little better.
I have some gripes though... From the way it looks, cover seems lost and ascent from scenes and though I applaud you for acknowledging the importance of colored lighting, it seems that the colors may be a little too strong. Try lightening it a bit.

TF2: CP_REDSTONE
in Level Design
Posted
No, duke nukem forever syndrome is that it won't be released. =)
Edit: Just looked more at your updated screens. The planet is a very nice touch but for some things to point out:
- The planet looks far too close, and part of that may be the lighting.
- The clouds on the pictures seems to be overlaping the planet, did you make a cloud texture or is a dome cloud model? If animated, it won't look bad, just looks weird in still frame. Maybe I am judging this even more on its lighting. For some reason it looks more like a small planet about to crash into the planet your on...
- The last screen shot could use with more windows. Currently, it looks very isolated from the beautiful outdoor areas.