kuhlka Posted July 17, 2008 Report Posted July 17, 2008 Here is a semi-polished beta version of my map. Any comments and critique would be greatly appreciated. I worked for 2 months learning the engine (previous 2k4 experience) and figured I'd dive into KISMET. I've got a lot more finish detail to go to make this a 'shippable' quality map, but I think I got the main gameplay down as well as a little story. Download the map here, including instructions for installation; http://www.budokhan.net/maps/gears/duckncover.zip Here are a few screenshots; Quote
aevirex Posted July 17, 2008 Report Posted July 17, 2008 Less blur please. :< Also I think it would look a lot better if you made the lighting less monotone. Quote
kuhlka Posted July 17, 2008 Author Report Posted July 17, 2008 What would you suggest for the lighting? I can tweak the post-processing volume to tweak the overall color away from brown, adjust the ambient lighting or remove it completely to make dark areas darker, or tweak individual lights and add accent lights to put in a little more variety in the color of lights. Quote
PogoP Posted July 17, 2008 Report Posted July 17, 2008 Looks cool, but it definitely needs more variety in the lighting. Too much green/brown atm? Quote
Erratic Posted July 17, 2008 Report Posted July 17, 2008 The floor in the last screen is pretty dark, kind of disorienting for gameplay. Quote
kuhlka Posted July 17, 2008 Author Report Posted July 17, 2008 Good feedback so far. I think I'll look at the entire map on the lighting side and add some more meshes and detail over the weekend. I'll hopefully have some screens to post up next week. I know I just posted this up, but has anyone had a chance to play through it? Quote
KungFuSquirrel Posted July 18, 2008 Report Posted July 18, 2008 I haven't had a chance to play it but want to toss out a couple quick comments - there's some flashes of potential awesome in here, especially in the second and third shots. I'd say pull back your DOF kernel size a bit; I've found in my fiddling at work and in UT3 that more subtle effects play a bit nicer. I think a big thing missing is a strong lighting connection between the world and the sky. It looks like you've got a reddish directional light from the right, but look to the left - that's bloomed out like crazy, and there's no illumination at all. UT3 has a lot of maps lit with multiple directional lights; you might consider that here. When I see the front of the whole thing or that third shot with the pillars in front of the bright blue, I want to see that highlighted in the world too. Quote
-HP- Posted July 18, 2008 Report Posted July 18, 2008 Looks good. I like the style... I would play this map, or even, I would play the damn game if I could. I still can't believe I paid for it, it doesn't work at all, and I don't feel like reinstalling windows just for this. GoW was the last Microsoft game I bought. Quote
Sentura Posted July 19, 2008 Report Posted July 19, 2008 ":1idbwnis]Looks good. I like the style... I would play this map, or even, I would play the damn game if I could. I still can't believe I paid for it, it doesn't work at all, and I don't feel like reinstalling windows just for this. GoW was the last Microsoft game I bought. never say never :roll: .. although i usually say that every time i go to mackie dee's, and i still keep coming there when im drunk :\ Quote
⌐■_■ Posted July 19, 2008 Report Posted July 19, 2008 whats mackie dee's and what are you doing there every night? Quote
PogoP Posted July 19, 2008 Report Posted July 19, 2008 'McDonalds', and 'pimping', to those questions. Quote
kuhlka Posted July 20, 2008 Author Report Posted July 20, 2008 I haven't had a chance to play it but want to toss out a couple quick comments - there's some flashes of potential awesome in here, especially in the second and third shots. I'd say pull back your DOF kernel size a bit; I've found in my fiddling at work and in UT3 that more subtle effects play a bit nicer. I think a big thing missing is a strong lighting connection between the world and the sky. It looks like you've got a reddish directional light from the right, but look to the left - that's bloomed out like crazy, and there's no illumination at all. UT3 has a lot of maps lit with multiple directional lights; you might consider that here. When I see the front of the whole thing or that third shot with the pillars in front of the bright blue, I want to see that highlighted in the world too. Thanks for the tips. I've got some really bright directional lights trying to reflect the skybox, but I think I need to tweak my postprocessing (as you mentioned) and crank up the lights. I think my ambient is too bright and its made me go lazy on the lighting. My next steps are more detail meshes/decals, another cover pass, and then final lighting. I'll work on it a bit tonight and this coming week. Quote
kuhlka Posted July 23, 2008 Author Report Posted July 23, 2008 I worked today for around 8 hours updating to a new version of the map downloadable here; http://www.budokhan.net/maps/gears/SP_d ... erbeta.zip Here are some screens to show the new lighting and modified entrance and side path cover. Quote
Lee3dee Posted July 28, 2008 Report Posted July 28, 2008 time to reinstall GoW again and try out this map Quote
Hourences Posted July 28, 2008 Report Posted July 28, 2008 The lamps dont seem to give off enough light considering their intensive glow. You got too much (gray) fog. You need some more subtle ambient lighting, with a subtle color. The left of the building outside needs to be bright to fit the sky. And I dont get how you can keep up with its horrible unstable editor and lack of support:P Quote
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