DB-MountainBeta1
Moderators: Jay2k1, DavidM, The_One
DB-MountainBeta1
Here is the new Underworld, now its on top of a mountain go figure I think its much better now. thanks for the push to improve upon it twig / armageddon
Screen Shots:
http://www.anatomyofillusion.com/deathb ... nbeta1.jpg][/IMG]
Download:
db-mountainbeta1.zip
send your comments suggestions in...
l8z
Screen Shots:
http://www.anatomyofillusion.com/deathb ... nbeta1.jpg][/IMG]
Download:
db-mountainbeta1.zip
send your comments suggestions in...
l8z
I spectated it, because I could basically judge by the screenshots that the map is going to need some major revisions.
Lighting needs to be worked upon as their are light spots on the floor and no light sources. Maybe for the top portion with the sky lights put hanging lamps.
You need a mountain if your name of the map is mountain beta.
Black is overdone. Put some contrast into the map and make it more lively. Have any maps with black ever worked?
Lighting needs to be worked upon as their are light spots on the floor and no light sources. Maybe for the top portion with the sky lights put hanging lamps.
You need a mountain if your name of the map is mountain beta.
Black is overdone. Put some contrast into the map and make it more lively. Have any maps with black ever worked?
No but DB-Nightball (which i never released on here because I didnt feel like getting shot down) was worth a laugh... fun to play.Fallen wrote: I spectated it, because I could basically judge by the screenshots that the map is going to need some major revisions.
Lighting needs to be worked upon as their are light spots on the floor and no light sources. Maybe for the top portion with the sky lights put hanging lamps.
You need a mountain if your name of the map is mountain beta.
Black is overdone. Put some contrast into the map and make it more lively. Have any maps with black ever worked?
I dunno i think i like dark maps cuz its easy to see the ball, it doesnt hide on walls as easy. plus you know i just wanna be a goth deathball player..
I tried putting this map in the daytime but it just didn't look right. its on top of a mountain so to speak so when you look out the windows down the cliffs and see clouds its not as good as th mystery of darkness
I tried putting this map in the daytime but it just didn't look right. its on top of a mountain so to speak so when you look out the windows down the cliffs and see clouds its not as good as th mystery of darkness
Lighting is an issue. Keep working on it.
The goal lights are too bright and washed out.
The glass side windows are not visible and look like a black wall. I believe you need to up the lighting outside and/or give people something to look at. I can see the crowd ok but not much else. My suggestion would be to add static mesh rocks and trees with night lighting to view them. Make sure there are things visible at eye level for the ouside view.
You put lights close to the floor for the white lights but not the colored lights. I would consider also doing this for the colored lights to add some contrast.
Layout of the playing field is interesting and fine. Keep working on the lighting and the outside view of your map. This map doesn't need major work. Just refine it.
The goal lights are too bright and washed out.
The glass side windows are not visible and look like a black wall. I believe you need to up the lighting outside and/or give people something to look at. I can see the crowd ok but not much else. My suggestion would be to add static mesh rocks and trees with night lighting to view them. Make sure there are things visible at eye level for the ouside view.
You put lights close to the floor for the white lights but not the colored lights. I would consider also doing this for the colored lights to add some contrast.
Layout of the playing field is interesting and fine. Keep working on the lighting and the outside view of your map. This map doesn't need major work. Just refine it.
Better, and worse.
The inside is too bright now. I liked it better before. It just need a little tweeking. The goal areas are still way too bright and washed out.
The outside lighting is brighter but needs work. Use a combo of things, a sunlight actor, ambient light, and light actors. It needs shadows and to still be night time looking.
Suggestions:
Lower the two cliffs behind the goals so they can't be seen through the roof glass.
Make more outside colored windows but get rid of the crowd. I like the colored windows.
Raise your side cliff with the trees. Make the trees bigger. The stuff is too low. You need some interesting things to look at out the window at eye level and/or with a jumping.
Keeping working on the lighting. It's a bitch but, it can make or break a map.
The inside is too bright now. I liked it better before. It just need a little tweeking. The goal areas are still way too bright and washed out.
The outside lighting is brighter but needs work. Use a combo of things, a sunlight actor, ambient light, and light actors. It needs shadows and to still be night time looking.
Suggestions:
Lower the two cliffs behind the goals so they can't be seen through the roof glass.
Make more outside colored windows but get rid of the crowd. I like the colored windows.
Raise your side cliff with the trees. Make the trees bigger. The stuff is too low. You need some interesting things to look at out the window at eye level and/or with a jumping.
Keeping working on the lighting. It's a bitch but, it can make or break a map.
Because static meshes get brighter than BSP with ambient light from the zone info actor. You have to lower that quite a bit. Get that set first then do the other lighting. If you plan on using a sunlight actor, that would be you next step.
I've spent hours, days and weeks on lighting. What a pain. Don't over look spot lights, they can be very useful when normal lights just mess things up.
I've spent hours, days and weeks on lighting. What a pain. Don't over look spot lights, they can be very useful when normal lights just mess things up.