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[FGS]Chees
Cherub/7H
Posts: 1192 Joined: 13 Nov 2011, 15:37 Location: UK Nationality:
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await the new map!
Last edited by [FGS]Chees on 04 Dec 2011, 01:50, edited 1 time in total.
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[FGS]Kalman
Throne/6G
Posts: 939 Joined: 20 Aug 2010, 15:52 Location: 9th circle of hell Nationality:
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As I see you fixed that invisible wall and the wrong door, but now I can open it from outside (the other door can't open from outside, only from inside) And don't set the light textures to unlit, if the light color doesn't match with the texture's color And try to use more semi-solids Good for the second map, mine was worse than this But wait for Chinny's or Shadowrunner's reply, they know everything, they taught me
deadmau5 is Canada's apology for Justin Bieber!!
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chin.democ.
chinny!
Posts: 2859 Joined: 10 Aug 2006, 17:19 Location: London Nationality:
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Thanks for posting your map Chees. I would say the biggest thing which I believe needs sorting is the lighting, especially the yellow light as it dominates the whole map in my opinion. I know you are wanting to have different colours, which is cool, but they need to be toned down because they look too bright at the moment. You can do this in several ways - Right click the light actors, left click on properties> lighting - and change their radius, or light brightness. Also the coloured lights are too strong so you can change the saturation value in the light properties> light colour it shows saturation as 0 you can increase this value to 8, 16, 32 etc and see the light changing in the editor, you should have a play around with that until you find something you like. The lighting should look more realistic this way instead of having saturation on 0. (You should really do this with all your coloured lights yellow, red, green etc.) The barbed wire is really cool but at the moment it is on its side, you should right click the surfaces of the barbed wire and then click on surface properties, now select the rotate tab and then click on - 90, this will put the wire the right way up, however now it will look strange. To fix that you should lower the scale of the texture by right clicking on it go to surface properties again and click on scale, change this to 0.5 or even 0.25 and it should look better. I'll leave it at that for now, if you can do the above we can move on to other improvements, you have a really cool little map here Chees.
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Mastakilla
!Lysergsäurediethylamid!
Posts: 1825 Joined: 27 Jan 2009, 21:01 Location: 'Ton Hotel
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Wasn't there already a map called JailBreak? Probably a DXMS map though so no worries for mismatches I guess Will take a look at this soon
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Magus
THIS IS SPARTAAA!!!
Posts: 345 Joined: 27 Aug 2005, 15:41 Location: Manchester, England Nationality:
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Mastakilla wrote:Wasn't there already a map called JailBreak? Probably a DXMS map though so no worries for mismatches I guess Will take a look at this soon
Indeed it was, one of Chris's works if I recall...
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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