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Caustic-Tunnels

Author: Ozma777
Added:ma mrt 19, 2012 at 17:45
Rating:2
Downloads:112

Download (25,99 MB)
7 comments
Comments
Raylen
USER: RAYLEN

RampageRampage
Posted: za mrt 24, 2012 at 10:44

Yes, well as I said yesterday to you, it's quite a nice map really. By that I mean it's actually playable Very Happy

As for the lighting thing, have a look at maps by Null such as Asymmetric, or even some of my newer maps - I think we both pay quite a bit of attention to lighting in terms of trying to make realistic-looking light sources - in your map, some rooms are lit, but have no lights in; other rooms have lights in, but then your light sources are just everywhere inside the room, which does reduce the realism.

On another note, you have still over-complicated the building of some of your rooms. For example, the room after the slide down with the liftjump and shot has some interesting non-solid green wall panels on. As a player, no-one is ever going to notice, and so it's unnecessary. One thing I did notice as a player was the unaligned textures in the terrain section, which I think you might have just forgotten to do - even just aligning the floor would help!

Definitely a massive step up though. Expecting some awesome maps now please Smile
Ozma777
USER: OZMA777

DominatingDominating
Posted: wo mrt 21, 2012 at 23:01

The pool bouncer room is the arena (it says so above the door).
go 2 warehouses to the left (cobalt warehouse) and on the right side is a fusebox thing, shoot it and that door will open.
SKiLLeD
USER: SKILLED

PlayerPlayer
Posted: wo mrt 21, 2012 at 15:21

Well, I stucked in pool-bouncer room and I have no idea what 2 do, lol.
Any hint?
Ozma777
USER: OZMA777

DominatingDominating
Posted: di mrt 20, 2012 at 03:55

Thanks....
I tried hard to make a nice looking map, It is easy though...I should have thought more about the slime being more punishing. And the spawn room would have been nicer with some lightboxes attached to lampposts. I had a few crazy mismatch brush crap near the end with a bunch of the brushes' realigning themselves and pivot point madness and thought...I'd better get this out before it kills itself. I thought that the sounds worked well to make it feel like an outdoor warehouse(y) type thing and then underground but maybe they should have been louder. And I hate how the sky looks with the visible corners, but that was probably because I used no light in both the spawn room and the sky. ZoneLight really isn't enough to make a whole room on.
I am glad I am getting better and my maps are smoother/easier to rush.
`Chr1st-BLS
USER: CHR1ST

RampageRampage
Posted: ma mrt 19, 2012 at 23:26

Wow, you really surprised me with this one, Ozma Smile I quite like it tbh.

Yeah, the slime may be instant kill. Perhaps not the slime at the beginning in this case, but the rest, yes. Won't be too punishing to be honest. Nicely made canyon yeah. Good job!
SAFeSTeR
USER: SAFECRACKER

Godlike!Godlike!
Posted: ma mrt 19, 2012 at 21:59

Not a bad map except for spawn area, took me about 5 minutes to figure out how to proceed. Once through it didn't take long to figure the map out and cap was easy so I guess rating pawel suggested is fine. Not sure what pawel means about 'didn't use a lot of normal mover movers' they all seemed pretty standard to me :/

In the slime room with the button under the walkway and big mover in the middle, you can just drop in slime and shoot the button to get to the exit button, this makes the mover in the corner useless.
p-a-w-e-l
USER: P-A-W-E-L

Godlike!Godlike!
Posted: ma mrt 19, 2012 at 20:23

I'm glad to post first post for this map.
I quite like it, even if I had major problems with figuring out how to open hangar. Mad Nice flow and some parts ( especially terrain section is great ). Good that this map is smoth, really! Just you don't enclose your attention to lightning and I have to say that architecture is pretty poor. And for spawnroom / flagroom for exaple all surfaces are unlit so it means that you really didn't put any effort into making bit cooler atmosphere. You forgot about ambient sounds too, though it's not that big deal. Think more about originality for obstacles. So far you didn't use a lot of " normal " movers and by normal I mean standard ones and a bit more complicated such as furry mover4 or gradural one. I'm saying that because it's the easiest to find out good obstacle with them. Map is simple so I would suggest difficulty rating 1. Overally good job, 5/10
Keep mapping dude, it seems that you know damn a lot about unreal editor now so consider it for your future maps and please, take even if small piece of my tips which I have included in this comment.