Kreative Korner > Maps & Mapping

DM-Goosetrast

<< < (4/6) > >>

Piglet:
Thanks.

I've uploaded it as "beta2".

First thoughts: Nice! Much better flow.

The new banners stand out too much. I know you've put a lot of work into this but the map would be better without them.

The tunnel to the top area feels a bit too long. I was thinking of it coming out on top of the spokes - however where you have it can be reached from the jump-pad. The bricks above the entrance you have makes it a little hard to get in though.

The lift-jump to the top of goose - I find it hard to reach the platform opposite the chimney. Is there anything that can be done to help do that a little more reliably?

The drop to the DD is great - and opening up the lift really helps.

Looking forward to playing this with more people.

Miauz55555:

--- Quote from: proof on January 03, 2021, 22:09 ---@Mauzi: I dont see anything wrong with the already existing ambient sounds

--- End quote ---
The ZoneSoundEffect and ambient sounds are different things. Ambien sounds, as you know, are the things which makes "noise" on maps. ZoneSound in the ZoneInfo however will tell the game what type of room the zone info describes. So if it is a small alley, or a big opera. When it's set than it will help to locate other players via sounds like weapon fire and footsteps more precise. And the sounds will be a bit more realistic. So setting them will not mess with ambient sounds and only has positive affects. Especially for a DM-map.

Piglet:
If not already done, zone names would be good too. Contrast doesn't have enough of them and it should have more

proof:
@Piglet:

I can tone down the text on the banners a bit. Right now Ive set it to almost unlit while the purple part is influenced by the lighting. Id prefer keeping the general idea though. I mean banners have already been there before, they were red.

Which tunnel do you mean? From Contrast shield to Goose bridge? The problem is that I dont want to add subtracts in the curved wall (outside bio area). Messing around with curved BSPs can cause bugs quick such as BSP holes or HOMs. If players complain then Ill try to see what I can do. You can also access it by doing a walldodge jump from either the tower or the wall near the lift.

Ive already sped up the lift a bit so its easier and I dont have trouble getting there. I can speed it up a little more in the next version though :)

Zones have names as I know this is extremly important for experienced thawers :P

@Mauzi:

Ive actually never heard of it or have seen any other mapper using that and Ive come a long way in the Unreal Editor, even winning a mapping contest back in 2009 when it was worth investing time into making maps :D After some testing I know why. It doesnt seem to have any effect. Ive set up two zones, one with underwater the other with stone room and the sound is exactly the same.

Blub:

--- Quote from: Piglet on January 04, 2021, 09:20 ---Thanks.

I've uploaded it as "beta2".

[...]

Looking forward to playing this with more people.

--- End quote ---

I'm wondering if that name will ever change.  >:D But I'm also looking forward to try it out, I already liked v1 a lot.


--- Quote from: proof on January 04, 2021, 17:40 ---
Zones have names as I know this is extremly important for experienced thawers :P


--- End quote ---

Make it dynamic: The area where the most frozen players are at is always named "Where Piglet is going to be soon". :))

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version