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Looking better already. Still a number of things worth changing however:
1. Too dark, more lights please. Or make more use of the sky box environment lighting. I pretty much felt every jump was too dark, and on 12 I couldn't even see
2. On 13 raise the starting platform so tele isn't at same height as where u walk, makes it annoying to walk off. Also maybe mess around with the glass so it's more visible. More lighting may help this, but atm it's kinda hard to see the glass
3. Still inconsistency with textures and nogrenades. Try make it so all shootable walls are one texture, and all func_nogrenades walls are a diff texture
Good improvement from the prev version i played. Just need to make it more jumper friendly, so they can see where they're going!
I ran through it
1. It's in fullbright which looks awful, it doesn't take that long to put lights
2. At the start and in some parts of the map you can do some func_detail-ing
3. I found it odd to suddenly have roman numerals for jump5, 10.
4. The teleport on the skip plat on jump6 teleports you back to jump5
5. On the last jump it should be clear that you have to left wall (either that or I'm doing this wrong)
Tutorial on func_detailing
Hammer Tutorial #21 optimization Part 1- Func _detail and Skybox
There are a couple simple things you can do to really improve this map:Will do, thanks for the input!
- Almost always have a different texture for the floor and walls. Lots of times I thought i was looking at a wall when it was actually an platform
- Use a different texture wherever you are using func nogrenades.Same as above.
- If you feel up to it add a light environment and puts lights and/or a skybox around the map. Makes everything look so much better, and will help with the walls vs. floor confusion i was havingI used Skybox on the top levels. However, if I used it on the bottom levels, you would actually see the top maps, which seems unprofessional :/ I'm working on a second map in which I'm planning ahead.
- Put jump numbers in (use afterglows mapping pack, or just use roman numerals if you want to do it quicker)Will do.
Otherwise some nice simple jumpsThanks!
This platform I'm standing on needs to be a lot bigger. It's too easy to walk backwards into the fail for the previous level.
The floor is the same height and texture as the fail texture. Not good.
There are a lot of texturing issues that need to be fixed. Inconsistent "fail" texture makes it really confusing. Floors that are the same texture as the walls/walls that are all the same texture with uniform lighting makes it difficult to tell where to go. That level towards the end (I think? I got to a point where even when no clipping around, I couldn't figure out if there was more) where the fail texture starts at the same level as the floor AND has the same texture as the floor is poor design.
And on that same level, why does hitting a wall in the middle teleport me back to the middle, but failing later in the jump teleports me back to the beginning?
My first attempt at making a map, sorry if it sucks. Any advice would be appreciated. Keep in mind this is the first version, there is still some clean-up i need to do. I just want to see the community response before I spend any more time on it. I think this is a relatively easy map.
Without any further a-do here is the link to Jump_NMotion_Beta_V1, a map without teleports by Sere: http://www.mediafire.com/download/1lu1wlfci4549a5/jump_nmotion_Beta_v1.vmf