Unless the other mappers are carving spheres with concave brushes then I'm already down 1.
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If there is one thing you don't do in Hammer, then it is carving spheres with concave brushes.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you. Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
No waterfalls Players can survive falling in the pit near pirates Invisible walls are the most frustrating things imaginable in games The edges of your map just end, nothing more No pickups (health, armour, food) Too many stretched textures Caves have a lot of sharp edges which looks unnatural HDR/Bloom is far too intense The water hole in the knight spawn is impossible to get out from A lot of holes in displacements Takes a lot longer for pirates to reach the territory than the other teams Ladders don't work Should be foggy at the bottom of the pit in the cave, not just a black floor Pirates have a difficult time climbing the rock to the secondary path from the spawn
well not just the bridge there is a bunch of bad shadows in that area. add more cubemaps to the bad shadowed areas and also adjust your shadow control entity.
Another tactic you can use is making the bridge surface a func_brush and give it a self light of 0.2, Just enough light to be visible in the world without killing the natural environment.
There are a few places in my map overlord where i had to do that. Like under the water fall in the main room for instance. You can also disable reflecting shadows and disable receiving shadows with that entity.
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Unless the other mappers are carving spheres with concave brushes then I'm already down 1.
If there is one thing you don't do in Hammer, then it is carving spheres with concave brushes.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
Heres some pics of the mill area, just pretend that there is a nice 3d skybox and that I didn't use a vlit texture on a brush.
Download Jetta Blade http://www.yoyogames.com/games/121644-jetta-blade/download
Play Jetta Blade on yo yo Games http://www.yoyogames.com/games/121644-jetta-blade
DL link now in the OP.
phew.
Download Jetta Blade http://www.yoyogames.com/games/121644-jetta-blade/download
Play Jetta Blade on yo yo Games http://www.yoyogames.com/games/121644-jetta-blade
the main problem that makes the map unplayable is the fact that you cannot climb ladders.
in order to fix this create a brush that goes over the ladder model and texture the brush with the tools\toolsinvisibleladder texture .
also here are some graphical flaws
hole in the displacment
wood is not touching ground
bridge has weird lighting
room is way to dark
so I hope this feedback helps you.
Download Jetta Blade http://www.yoyogames.com/games/121644-jetta-blade/download
Play Jetta Blade on yo yo Games http://www.yoyogames.com/games/121644-jetta-blade
Players can survive falling in the pit near pirates
Invisible walls are the most frustrating things imaginable in games
The edges of your map just end, nothing more
No pickups (health, armour, food)
Too many stretched textures
Caves have a lot of sharp edges which looks unnatural
HDR/Bloom is far too intense
The water hole in the knight spawn is impossible to get out from
A lot of holes in displacements
Takes a lot longer for pirates to reach the territory than the other teams
Ladders don't work
Should be foggy at the bottom of the pit in the cave, not just a black floor
Pirates have a difficult time climbing the rock to the secondary path from the spawn
That's all I can think of off the top of my head.
Another tactic you can use is making the bridge surface a func_brush and give it a self light of 0.2, Just enough light to be visible in the world without killing the natural environment.
There are a few places in my map overlord where i had to do that. Like under the water fall in the main room for instance. You can also disable reflecting shadows and disable receiving shadows with that entity.
I havent testet it yet, but the screens look very cool.
But what really disappoint me is the fact that only 4 of 15 maps are finished....
I was looking forward to test all the maps.
Voting a winner doesnt really make sense when you have 2 maps per category.
Well, Its sad.
I hope the other maps will be finished someday...