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Map Criticism Requested

Posted: Fri Dec 23, 2005 7:11 pm
by GODLIKE
(Release the hounds of nitpicky).

I'm mostly happy with the existing version of this map.. And a few hundred people have graciously downloaded it, so I hate to make changes, but:

I've found some problems with clipping, and I may have to break down and add monsterclips for the bot-friendly..

So, while I'm updating it ANYWAY..

http://quake4.filefront.com/file/Heat;52209

Care to lump on this map for criticism?

WARNING: It's a remake of an old Q2 map I did. So things like "add another level/hallway here..." won't happen. Not that I don't appreciate it, but I'm going to stick more or less to the "original" feel of the map.

But, I figure if there's a place to get scalding, detailed, criticical reviews... it's in here.

:icon25:

Posted: Fri Dec 23, 2005 11:18 pm
by Jenny
crap

Posted: Sat Dec 24, 2005 3:40 am
by Lenard
:icon25:

Posted: Sat Dec 24, 2005 9:44 pm
by Ezekiel
Jenny wrote:crap
Nothing quite like the thrust and parry of a well planned string of points to back up your argument, eh?

Posted: Mon Dec 26, 2005 2:04 pm
by Jenny
maybe you should ask for "constructive" criticism

Posted: Mon Dec 26, 2005 3:33 pm
by Ezekiel
If critisism is to be credible it requires a constructive angle. People shouldn't have to ask.

Posted: Tue Dec 27, 2005 12:03 am
by pjw
My $0.02:

The first thing I noticed was that the lighting wasn't really bright enough for me personally (at default gamma/brightness)--the really dark shadows around the MH area, for instance, and maybe the tank area...

I know you said you wouldn't be making any layout changes, but certain aspects of the layout seem odd to me, so I'll just run my mouth anyway...mostly the two SG rooms. The one near MH is just a dead-end and I can't imagine why you would ever go in there, unless I'm just missing something, and the other one feels pretty dead-endy as well, even though it at least has two entrances and a YA (although both YAs also feel oddly-placed--they're not really the centerpiece that I would expect from armor and are just kinda thrown in corners...).

The crate-hopping above RG also feels cumbersome--it would be nicer if you had a quick slope-jump in there or something... (and yeah, I know you can just pop through the two teleporters instead, but that's the long way around the barn :) ).

I like the overall look you have going on, and the gears and tanks/pipes are cool. The only clipping issue that bugged me on my short run-through was the two pipes directly on either side of the MH that you have to jump--that just feels fussy.

Finally, I'd consider raising/suspending your pickups; maybe I'm just used to Q4 MP standard (~16 units w nodrop), but they feel oddly low.

Hope this helps.

Edit: I just took a quick peek at the .map, and there's one major thing that I notice you haven't done. You need to pull out the centers on your lights. To do this, hit "J", then check the "Center" box--this will create a pink dot that acts as a point origin for light produced within that volume. You'll find that by moving that pink dot around (not the light volume, just the dot) you can get a much better look for your lighting, and you can also use fewer lights in a more efficient way which means less overlapping and better performance (even though performance isn't bad in this map).

Posted: Tue Dec 27, 2005 1:36 am
by GODLIKE
Thx for the lighting tip.. ....

Updated:

I've updated the map, with what I hope (pending any major new bugs) is a "final" version...

Image

http://quake4.filefront.com/file/Heat;53654

Thanks for the constructive criticism. :P