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akm
Joined: Fri Jun 11, 2010 8:06 am Posts: 71
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 Re: BaTa World
Just had a quick look around.. I think some areas need a little more lighting, with visible sources too. Also, you might want to slightly angle any jumppads in the direction they are going to propel you, so that players know where a JP is going to send them. And as city says, there appear to be a few missing textures (did you test the map on a clean install for missing assets?), and you need to clip anything that the player can get hung up on such as curves/odd shaped or angled walls/floor grills/details. Good work so far 
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Fri Jul 09, 2010 9:15 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World
BATA3DM1 - R2 bata3dm1_r2zipIt is almost ready map. There were fine details and lighting. Also balance of the items, and respawns.
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Sun Jul 11, 2010 8:49 pm |
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akm
Joined: Fri Jun 11, 2010 8:06 am Posts: 71
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 Re: BaTa World
A few of the areas are pretty indistinct, it's a large map so you need areas players can easily use as reference points to navigate easily and quickly. There are already some good parts, the pipes/crates/waterfall/windows/etc, but I think you could do with a few more things like those in the less distinct  Anyway, here's a few other things I think need addressing, entirely up to you, of course.. Attachment:
bataworld_r2_01.jpg [ 150.96 KiB | Viewed 19192 times ]
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bataworld_r2_02.jpg [ 151.31 KiB | Viewed 19192 times ]
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bataworld_r2_03.jpg [ 154.14 KiB | Viewed 19192 times ]
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bataworld_r2_04.jpg [ 154.3 KiB | Viewed 19192 times ]
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Tue Jul 13, 2010 7:01 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World
Thanks, akm. You play what graphic options? I have written down small video preview: http://www.youtube.com/watch?v=CBxAV53z5Ds
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Wed Jul 14, 2010 7:52 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World
@akm I cannot understand why at you such illumination. On my PC normal illumination.
Attachments:
shot0000.jpg [ 107.99 KiB | Viewed 19160 times ]
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Wed Jul 14, 2010 6:19 pm |
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hipshot
Joined: Thu Apr 29, 2010 2:40 pm Posts: 68
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 Re: BaTa World
Don't modify the ad textures.... as seen on the autodesk one above. The fallen phenom sign looks cool!
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Wed Jul 14, 2010 6:47 pm |
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akm
Joined: Fri Jun 11, 2010 8:06 am Posts: 71
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 Re: BaTa World
Strange, I'll try resetting to defaults and see if the bright textures are still there.
My current config is pretty high/full detail I think.
EDIT: Ah yes, in CPMA 1.48 I get the bright textures problem along with a console messaging saying something along the lines of "lightmaps > MAX_LIGHTMAPS".
But in vq3 1.32c It looks fine.
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Wed Jul 14, 2010 7:11 pm |
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deqer
Joined: Fri Apr 23, 2010 2:11 pm Posts: 60
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 Re: BaTa World
i dunno man. this map just ain't doin' it for me yet. i dunno why. at first i thought it was going to be like this one level in q1, with buildings connected by bridges with water all around. but the theme showed up, and it almost looks like a Unreal or Halo map.
but, that's just me.
some of the screenshots look great though. and i can see skill went into the production of this map. i know people will like it.
good work.
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Fri Jul 16, 2010 12:05 am |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: BaTa World
In some places it's too dark and in some too bright. I guess you will still add details to the emptier spaces? And I have to second the thing with the jumppad to the RA... or well NOT to the RA. I thought it pushes me to the healthy armor (you know... health... armor... in one word... well, nevermind...)
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Fri Jul 16, 2010 4:38 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World
Bliccer wrote: In some places it's too dark and in some too bright. Base is very old - power spikes 
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Sat Jul 17, 2010 6:19 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World
screenshot week Attachment:
shot0003.jpg [ 140.32 KiB | Viewed 19079 times ]
progress Attachment:
progress2010-07-21.jpg [ 235.88 KiB | Viewed 19079 times ]
lighting Attachment:
shot0001.jpg [ 114.45 KiB | Viewed 19079 times ]
waterfalls Attachment:
shot0004.jpg [ 149.77 KiB | Viewed 19079 times ]
fan Attachment:
shot0000.jpg [ 135.24 KiB | Viewed 19079 times ]
I made a couple changes in the gameplays and now I have one place on the map.
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Wed Jul 21, 2010 1:22 pm |
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Bliccer
Joined: Sat May 29, 2010 3:17 pm Posts: 210
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 Re: BaTa World
Oh yeah. Now it's getting sweet. But the floor is still too clean I think.
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Wed Jul 21, 2010 1:42 pm |
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Anthem
Joined: Wed May 26, 2010 7:54 pm Posts: 62
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 Re: BaTa World
Ganja's textures.  Use decals!
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Quote: [14:12] <@Maverick|MSG> I had to mix the meat by hand
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Wed Jul 21, 2010 1:58 pm |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 BaTa World -final beta-
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Mon Jul 26, 2010 10:38 am |
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nPOBoKaTOP
Joined: Sat May 08, 2010 5:53 am Posts: 30
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 Re: BaTa World -Final Beta-
ubermapper
Attachments:
week.jpg [ 219.58 KiB | Viewed 19007 times ]
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Wed Jul 28, 2010 8:01 pm |
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