This is the first map I have tried to detail and go through all of the stages with. I have been working on this a little at a time for a while now and I think I finally have a beta (How do you guys know when you have a beta?). Thanks in advance for your help.
Download: http://www.budgetgraphics.com/q3maps/su ... 1-beta.zip
Screenshots:
[lvlshot]http://www.budgetgraphics.com/q3maps/surgeon/surgeon3dm1.jpg[/lvlshot]
[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0005.jpg[/lvlshot]
[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0009.jpg[/lvlshot]
[lvlshot]http://www.budgetgraphics.com/q3maps/trim4/shot0010.jpg[/lvlshot]
My first beta... I think (surgeon3dm1)
My first beta... I think (surgeon3dm1)
Dilbert is a documentary.
I thought this was beta the last time you showed it to us. It looked pretty beta to me - as far as I recall.
Having had a look through the map, I find that there are lots of little flaws. I spotted several instances of z-fighting, and there are a number of places where curves are not sitting flat against some adjacent wall. Or the textures on the curve caps haven't been aligned properly (e.g. the arches at both ends of the RG corridor).
If you want screenshots, I'll have to send them to you. There are lots of little things which mostly aren't noticeable unless you go looking for them, and one or two things which might distract players who catch a glimpse of them.
There are also one or two texture alignment issues where you've used a patterned texture that doesn't quite fit the space available.
You might also want to use a trim or two in future maps to circumvent awkward transitions between textures or at corners etc.
The texturing isn't without its aesthetic merits.
Gameplay seems to be much the same as last time with bots making reasonable use of the map. They still seem to be using those JPs near the launch pads to the RL like trampolines, although they now seem less fixated than they were.
Having had a look through the map, I find that there are lots of little flaws. I spotted several instances of z-fighting, and there are a number of places where curves are not sitting flat against some adjacent wall. Or the textures on the curve caps haven't been aligned properly (e.g. the arches at both ends of the RG corridor).
If you want screenshots, I'll have to send them to you. There are lots of little things which mostly aren't noticeable unless you go looking for them, and one or two things which might distract players who catch a glimpse of them.
There are also one or two texture alignment issues where you've used a patterned texture that doesn't quite fit the space available.
You might also want to use a trim or two in future maps to circumvent awkward transitions between textures or at corners etc.
The texturing isn't without its aesthetic merits.
Gameplay seems to be much the same as last time with bots making reasonable use of the map. They still seem to be using those JPs near the launch pads to the RL like trampolines, although they now seem less fixated than they were.
Thanks for the feed back folks.
I did go through and check the caps on the arches and I think I fixed them all. The link above should be the updated file now. Thanks
I think I have that fixed now.Survivor: Looks nice, only thing that bugged me was the jumppad at the pg. Unless you move you don't land on top.
If you get a chance, send them to info(put the AT here)budgetgraphics.com. Also, let me know if you have any ideas on how to get the bots to play smarter.Anwulf: If you want screenshots, I'll have to send them to you.
I did go through and check the caps on the arches and I think I fixed them all. The link above should be the updated file now. Thanks
Dilbert is a documentary.
Re: My first beta... I think (surgeon3dm1)
Less is sometimes stronger than more, I think. :icon34:surgeon62 wrote: The more we learn... the more we realize how little we actually know.