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| | #1 (permalink) |
| n00b | CTF-((WS))Fighter hehe there another maps from me ![]() CTF-((WS))Fighter also... the kicker suck, but i can't get elevator to work then i did put kicker instead of elevator... it seem to make a bug, if i put an elevator, when it's on the air andf we walk on the side.... it's like threr nothing under our foot, then we pass through the elevator... also it's a big maps, but it's well for low.g... building problem too in the flagbas... i can't make the glass translucent.. i did not take time for correct this, i think it not affect the maps too much. let me know what you think bout it... Last edited by bloodedge; 01-11-2007 at 09:06 PM. |
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| | #2 (permalink) |
| OMFGZ2LEET! | Re: CTF-((WS))Fighter Can't download. I've accessed a restricted area. Uh I feel like I'm goan get shot fo sho now...
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| | #4 (permalink) | |||||||
| GK-LVLL337NESS!! | Re: CTF-((WS))Fighter you fookin rule!! can't wait to try it out... again with the standard: can we use it on our server? question. :)
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| | #8 (permalink) |
| OMFGZ2LEET! | Re: CTF-((WS))Fighter Dood... in the zip archive, the map name is Conveyor... :S
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| | #10 (permalink) | |
| OMFGZ2LEET! | Re: CTF-((WS))Fighter Yay ![]() Downloading it. Will check it out and tell you what I think. ***EDIT*** Uh oh :O Well, the map crashed my UnrealEd... generaly a bad sign. I must say there is a lot of room for improvmant. For one, the glass looks realy weird. You shuld have placed it as a new brush. Andother thing I'd like to point out is the thickness of the walls... they are like 4 uings or so thick... sometimes it looks realy weird. Next time you make a map I'd advise you start off with something that would actualy stay up in real world too. Also the lava tank or what that is looks kind of weird with the lava wall on the side... plus, those sheets create somewhat of a BSP occlusion error, where sometimes you will see through the wall behind it. Also, try to use grid to and numbers in the power of two to make sure your map will be nice and clean as far as geometry goes. Also, textures look like they were randomly picked, combining metal and stone all over the place. It's not a bad thing to combine texture packs, but make sure to use a gentle transition from one element to another. It's way more eye pleasing. Also there are some textures that could use the Pan tool :P Lighting is preety decent but could use a tiny touch up. At first look the skybox is preety neat, but could use a texture alignmant. Haven't tested the gameplay though cos I don't play LowG. I can see the flag is on the roof, would be kind of difficult for players on TSU server to get it... no? I don't think they jump that high, unless you've tempered with the collision cylinder settings... Overall? Well, it's far from the best, but it's also very far from the worst. Don't take this as an offense, but you might find some good tips on how to optimize your mapping over at www.clan-sot.com/Janez/Mapping Those are basics, but I think you might need a bit of them. ***EDIT END***
__________________ ![]() ![]() Video Tutorials http://risingfury.unrealaddicts.com Video tutorials about UnrealEd 2, UnrealScript and soon many more topics! www.UnrealAddicts.com Home of the best! Last edited by RisingFury{TSU}; 01-05-2007 at 06:45 PM. | |
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