
| Latest | CTF | DM | BT | MH | Authors | Comments | CTF-BT-(CC)LittleRush-dbl | |
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Vandora USER: CHAMBERLY
Dominating | Posted: do apr 09, 2015 at 06:33 | |
| Rating 1 for sure. The odd part was the dodge, but the lighting is a bit bright so keep in mind if your unreal ed seem dark, it can appear brighter in the game.
& Agreed with everyone else on their post. Good luck! |
|  | SAFeSTeR USER: SAFECRACKER
Godlike! | Posted: vr apr 03, 2015 at 12:52 | |
| | Apart from what Whitey says, you could make some lava / slime zones in the traps you fall into. The lighting could be reduced, the map is way too bright. And please no awful dodges like the one after the water drop or music where the Smurf's are the lead singers. |
|  | -Whitey- USER: PENNYWISE
Rampage | Posted: zo mrt 29, 2015 at 22:37 | |
| Assuming this is your first map using UnrealEd??
If this is the case there's a few things that could be better for future maps in regards to what i've seen here,
Light sources such as Lamps, fire, the sun, lights, electricity. Anything that gives of light use it as a source for your light. Randomly placing lights around your map that are the standard saturated stuff makes maps look boring.
Repetitive obstacles. Mix them up. jump jump jump jump dodge jump has been over used.
Align textures. Use proper textures too. Eg. floors for floors, walls for walls, ceilings.... well you get it.
Also keeping your brushes snapped to the grid will save you a headache later on. |
|  | GhOsT USER: GHOST
i4Games Admin | Posted: zo mrt 29, 2015 at 14:46 | |
| Changed/fixed:
-doubled
-spawnpoints
-flag position
ty Mystique |
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