Hi all. This is my first post here on polycount, I hope its in the right place.
Im posting a UT2004 deathmatch map I finished recently to get some comments and crits. Its a big file (60 meg zipped) because it has all new content (nothing used from UT except the water material), and there are a lot of textures and meshes in it.
Here are some screens if the file is too big for you
and here is the link to the download:
-download me-
Replies
I like the duplicate versions of the level in the background, but with the strong red underlight source, I cant see the fog below completely lacking color as it is. Also, the upper sky really needs something going on to break up the emptiness.
Textures themselves look good, but could use highlights for edges.
Most of the connecting wires need to be thicker since they are used on a large scale, as in, placed at far distances from the camera. So they end up pixel thin and disappear often.
Probably the biggest thing that bothers me is the heavily repeated stairwell. Details are the same all the way up, giving you no visual or layout variety. This makes the design fairly boring and a deathtrap for players above and below to take advantage of. You end up with is most of your playing surface will be avoided.
Overall its definitely a strong learning piece, but Id move on to the next project and keep improving where you can.
If you havent already go and rip apart some of the top played DM levels. Rankin comes to mind.
Check out how the paths and open areas connect then you will get a good idea how the game will flow.
anyways thats my 2 cents.
- J