Ballist1c: With all respects: Majki is a great level designer for UT for many years and I always appreciate his feedback
Wow. great thanks, Majki for constructive advices. I will definitelly follow advice about lighting and adding structures. In fact there are only two teleporters in the map (both are one-sided). You must have been disoriented by func_stardust that indicates player spawns by default in 0.7.
I very like much the idea of adding moving objects to the map. It will make it more dynamic.
About the floor: Glass might not be a good idea, I will probably use some grates and cables to diversify it.
Placing lamps above corridor entrances is a good solution to attract players attention and idicates passage. Although putting lamps on each makes it less noticable (cause there are plenty of other lamps around.) I was trying to indicate path ways by color differences or amount of light in specific areas. I will definitelly put more lamps though because currently map is quite dark.
Thank you all for feedback. I'm waiting for more, especially from the people who plays vanilla duels often. I think of relesing video showing trickjumps on this map (more then 20 different trickjumps at least).
Wow. great thanks, Majki for constructive advices. I will definitelly follow advice about lighting and adding structures. In fact there are only two teleporters in the map (both are one-sided). You must have been disoriented by func_stardust that indicates player spawns by default in 0.7.
I very like much the idea of adding moving objects to the map. It will make it more dynamic.
About the floor: Glass might not be a good idea, I will probably use some grates and cables to diversify it.
Placing lamps above corridor entrances is a good solution to attract players attention and idicates passage. Although putting lamps on each makes it less noticable (cause there are plenty of other lamps around.) I was trying to indicate path ways by color differences or amount of light in specific areas. I will definitelly put more lamps though because currently map is quite dark.
Quote:In Quake everything is always the same.I would disagree. Quake has some brilliant maps and brilliant level designers. You should know that best of all.
Thank you all for feedback. I'm waiting for more, especially from the people who plays vanilla duels often. I think of relesing video showing trickjumps on this map (more then 20 different trickjumps at least).
My maps:
ErbiumlCrystalCave|Distortion|SilentSiege |Catharsis|Spatium|Imprisoned|Cubes|SpiderCtf
My portfolio: conradjustin.com
ErbiumlCrystalCave|Distortion|SilentSiege |Catharsis|Spatium|Imprisoned|Cubes|SpiderCtf
My portfolio: conradjustin.com