This is my submission to the via contest and i didnt made it into the top12 so I need more testing and polishing.
I need feedback on gameplay, visual gets tuned some more for next release.
[lvlshot]http://www.dr4ch.de/pics/meltdown1.jpg[/lvlshot]
[lvlshot]http://www.dr4ch.de/pics/meltdown2.jpg[/lvlshot]
[lvlshot]http://www.dr4ch.de/pics/meltdown3.jpg[/lvlshot]
[lvlshot]http://www.dr4ch.de/pics/meltdown4.jpg[/lvlshot]
download rc1
q4map - meltdown beta
It's actually hard to find workable things about this map. I'm not trying to be cruel, here, but:
1) Texturing is so poor that it's actually visually confusing. Q4 offers a fairly rich level of visual fidelity, and you really can't assume that everybody is blurring textures so heavily that they won't notice. You should hardly ever place two totally "different material" textures on different angles of a "thing" that would obviously be made from one material or other. And if your texture seems to indicate rivited steel squares, then you've got to make that visually make sense, so that a pillar, for instance, cannot be made of "half a welded steel square", or some such.
2) you seem to basically understand making patch meshes and manipulating them; you have some nice curved doorways and stairs, etc. What's odd, however, is the apparent lack of "scale".. some hallways have lots of room, and seem to suit the player size well.. Others are nasty little narrow things (The whole area below the Rail Gun?) where your trickjump requirements feel awfully like "single player unreal 1". I would rework this entire area; we tested this on LAN, and nobody wanted to be anywhere near that spot, aside from crouch sliding under it, or flying through the tele dest after getting the rail.
3) Ramp jumps.. Nice to see you using them, but having the "lava" pits so close to the ramps near the RL was actually kind of speed-reducing? I'd like to have enough room there to really zip through that area. Forcing players to stop and backtrack to make a trickjump sucks, in actual deathmatch.
4) Mega Health Jump... You can GET the mega by basically almost falling off the ledge; you don't need to successfully make the strafe jump across the gap to acquire the item. Since this is true, maybe extend the ledges a bit more? (I'm testing all this in vanilla Q4, not Q4W) It's annoying for players to fall down there, and it doesn't serve much point; they have the megahealth either way, and they're in no danger of being sniped jumping the narrow gap.
Sorry to be harsh, but.. yeah.
1) Texturing is so poor that it's actually visually confusing. Q4 offers a fairly rich level of visual fidelity, and you really can't assume that everybody is blurring textures so heavily that they won't notice. You should hardly ever place two totally "different material" textures on different angles of a "thing" that would obviously be made from one material or other. And if your texture seems to indicate rivited steel squares, then you've got to make that visually make sense, so that a pillar, for instance, cannot be made of "half a welded steel square", or some such.
2) you seem to basically understand making patch meshes and manipulating them; you have some nice curved doorways and stairs, etc. What's odd, however, is the apparent lack of "scale".. some hallways have lots of room, and seem to suit the player size well.. Others are nasty little narrow things (The whole area below the Rail Gun?) where your trickjump requirements feel awfully like "single player unreal 1". I would rework this entire area; we tested this on LAN, and nobody wanted to be anywhere near that spot, aside from crouch sliding under it, or flying through the tele dest after getting the rail.
3) Ramp jumps.. Nice to see you using them, but having the "lava" pits so close to the ramps near the RL was actually kind of speed-reducing? I'd like to have enough room there to really zip through that area. Forcing players to stop and backtrack to make a trickjump sucks, in actual deathmatch.
4) Mega Health Jump... You can GET the mega by basically almost falling off the ledge; you don't need to successfully make the strafe jump across the gap to acquire the item. Since this is true, maybe extend the ledges a bit more? (I'm testing all this in vanilla Q4, not Q4W) It's annoying for players to fall down there, and it doesn't serve much point; they have the megahealth either way, and they're in no danger of being sniped jumping the narrow gap.
Sorry to be harsh, but.. yeah.
No that wasnt harsh, helped me even a lot because most feedback came from people running alone through the map and me+sabot so far :icon32:
Gonna make spaces more open and work on textures (which is my greatest problem in mapping )
Do you think replacing ra with ya is a good idea as some people suggested ?
Gonna make spaces more open and work on textures (which is my greatest problem in mapping )
Do you think replacing ra with ya is a good idea as some people suggested ?