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#1: No icon -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Sat Aug 14, 2010 1:13 am
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The CrystalMinev2

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Status: Finished  Very Happy1
Uploaded: Yes
Have fun guys !

Terraniux


Last edited by Terraniux on Mon Nov 29, 2010 2:16 pm; edited 7 times in total

#2: No icon Re: The Crystal Mine v2 Author: Terraniux PostPosted: Sat Aug 14, 2010 1:28 am
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There's also a mine tour  Laughing
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and btw please tell me what you think  Confused

#3: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: -BoB-Location: England PostPosted: Sat Aug 14, 2010 2:00 am
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From what i can see it looks really nice. Wont be able to tell for def until we play it tho :Zwinker: looking forward to seeing the final version terra Smile

#4: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: BlackWolfLocation: Berlin PostPosted: Sat Aug 14, 2010 1:40 pm
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Yeah, looks good. Hope the tunnels are not to small , because it will get much teamkills :D

Wolfi

#5: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Sat Aug 14, 2010 1:56 pm
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When I am home , I will make some ingame screenshots , maybe even a demo !

#6: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Wed Aug 18, 2010 11:43 am
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Map progress : 75 %

Do you want secrets in the map or not ? and how about a story line .... can somebody think of something cool ?

#7: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: BlackWolfLocation: Berlin PostPosted: Wed Aug 18, 2010 3:37 pm
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Storyline without knowing a map is not easy.... Confused

Wolfi

#8: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Wed Aug 18, 2010 4:50 pm
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BlackWolf wrote (View Post):
Storyline without knowing a map is not easy.... Confused

Wolfi
 

Yh maybe you are right...... I had that idea to. Confused
Then I make some sort of 'guide' ... triggered messages around the map . :idea:

edit : and btw  I can almost release a beta , I just need to build a little more....  Cool

#9: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: POTS PostPosted: Wed Aug 18, 2010 11:43 pm
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DELETED

Last edited by POTS on Sun Sep 02, 2012 1:30 am; edited 1 time in total

#10: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Thu Aug 19, 2010 11:36 am
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POTS wrote (View Post):
Oh please make that wagon triggerable, like you hit a lever or push a button and it starts moving on its own. I love that kind of stuff.  Very Happy1
 

I can do that  Cool  Laughing

#11: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: THUNDERBOLT PostPosted: Thu Aug 19, 2010 5:33 pm
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Congratulations mate, your map looks great Smile, I'm finishing UrealWorld2  Map, and next i'll start with our project.

#12: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Thu Aug 19, 2010 6:26 pm
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Cool Thank you Thunderbolt, I am sure you map(s) are ''good-looking'' as well'. Wink

#13: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - Author: Terraniux PostPosted: Thu Aug 26, 2010 4:55 pm
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Made some new screens  Very Happy1  :

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Map progress about 80 %

#14: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: ZakaR36 PostPosted: Thu Aug 26, 2010 10:17 pm
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Very nice terra!! nice job Very Happy1 cant wait top play the map  Twisted Evil

#15: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: -BoB-Location: England PostPosted: Fri Aug 27, 2010 3:27 pm
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Yeah its looking good, well done terra  Very Happy1

#16: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Fri Aug 27, 2010 4:03 pm
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Ok thanks  Cool If you want I can release a 'preview' of the map. So I upload the map , but it is without monsters.
You can check for bugs and glitches around the map, and of course have a look around  Cool .

#17: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Supa_AngelLocation: Budapest PostPosted: Mon Aug 30, 2010 2:47 pm
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I like the screenshots  Wink   gj gj

#18: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Tue Aug 31, 2010 12:01 am
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Ok thanks Supa Angel , wait till you see the last part of the map  Twisted Evil  Cool

#19: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Tue Aug 31, 2010 4:19 pm
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So what do you think of this ? Surprised  Building temples is not my best thing in UED2.0

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#20: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: -BoB-Location: England PostPosted: Tue Aug 31, 2010 8:46 pm
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Looks good to me!

#21: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Supa_AngelLocation: Budapest PostPosted: Wed Sep 01, 2010 12:55 pm
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Yeah it's nice.  =)

#22: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Wed Sep 01, 2010 1:46 pm
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Ok thanks all  Wink , now I can finish my map  Very Happy1

Map progress 90 %

#23: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Mon Oct 11, 2010 11:19 pm
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#24: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Doom PostPosted: Tue Oct 12, 2010 12:48 pm
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well, i guess u mappers want to know the true n as we others to not lie only to be kind, so, tbh i didnt like too much first version, dw was a very good map also but i dont like small parts (tunnels, corridors ... whatever), ive a BIG problem with that! (especially when r many ppl on server) Sad (claustrophobic?  Laughing ) cos dunno if teamkills but still get easily killed  Crying or Very sad   BUT, from what i seen once, when i tested it on mini, i really like very much version 2! "Hang in there! "  Very Happy1

#25: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Fri Oct 22, 2010 11:38 pm
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Yep, thats true. But here's more , the map will get also an outside base :

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Very Happy1 map progress around 95% for beta 2 !

#26: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: BlackWolfLocation: Berlin PostPosted: Sat Oct 23, 2010 9:51 am
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I love outside areas.  :thumb:  !!

Wolfi

#27: No icon Re: -[New map project : MH - The Crystal Mine v2 ] - New Scr Author: Terraniux PostPosted: Mon Oct 25, 2010 10:23 pm
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Check this out, my Crystal obsession  Embarassed  :
Its nice though, dont you think  Very Happy1




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even more screen shots coming soon !


This is gonna be the ultimate map  of TERRANIUX !!! Twisted Evil

#28: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Terraniux PostPosted: Tue Oct 26, 2010 5:01 pm
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- I removed some parts of the map, including the minetour because to much glitches, and unstable situations showed up.

#29: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: -BoB-Location: England PostPosted: Wed Oct 27, 2010 11:07 am
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Its looking great terra. when's it gna be finished  Razz

#30: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Terraniux PostPosted: Wed Oct 27, 2010 2:40 pm
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-BoB- wrote (View Post):
Its looking great terra. when's it gna be finished  Razz
 


This week I hope !  Very Happy1
The beta is almost finished.  Very Happy1

#31: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: POTS PostPosted: Thu Oct 28, 2010 3:01 am
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DELETED

Last edited by POTS on Sat Sep 01, 2012 9:26 pm; edited 1 time in total

#32: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Terraniux PostPosted: Thu Oct 28, 2010 3:25 pm
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POTS wrote (View Post):
Terraniux wrote (View Post):
- I removed some parts of the map, including the minetour because to much glitches, and unstable situations showed up.
 

Hope you don't mean the wagon with the railroad, I liked that part. Took a look at the first beta on the private server, I also liked the fireflies and those crystals. I couldn't finish the map anyway cause a door was stuck, guess that version is not the final one yet.  Wink
 


Thats correct I removed it, it caused all sorts of bsp cuts everywhere. The idea was riding the wagon and shooting monsters,like in movies.
I can build a small / new version of a wagon, thats an idea too.

The doors can now be opened from both sides now. The fireflies and crystals have been changed, but not much.

#33: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Doom PostPosted: Thu Oct 28, 2010 3:27 pm
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POTS wrote (View Post):
...  guess that version is not the final one yet.  Wink
 


u guessed right, he said:

Terraniux wrote (View Post):

This week I hope !  Very Happy1
The beta is almost finished.  Very Happy1
 


so even Beta! is almost finished  Wink  ... but seems to be possible as final version to be released this week too, lets hope!  :D

edit: lol, seems that he was faster :p Sad hahaha

#34: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Terraniux PostPosted: Thu Oct 28, 2010 4:28 pm
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I want the final version of this map to be PERFECT party dancers  Twisted Evil
Razz


Last edited by Terraniux on Thu Oct 28, 2010 8:47 pm; edited 2 times in total

#35: No icon Re: -[ The Crystal Mine v2 ] - New Screens ! Author: Terraniux PostPosted: Thu Oct 28, 2010 8:39 pm
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The map is finished  Cool I will upload tonight. this week.
Crystalmine beta2 is actually gonna be the final version, because I tested the map multiple times, on different ways.
No unstable situations showed up. The last part of the map, has a lot of dynamic lighting so I hope most computers will show everything like it should  Confused . No el cheapo graphics card adviced Razz

Unless some of you wanna see some changes, then I can build an ultimate / fixed edition version. Example: CrystalMine2.1
Even that is no problem! Very Happy1

Im always prepared to make changes to in the map, so you all will be satisfied Very Happy1
And that makes Terraniux proud Laughing

#36: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Fri Oct 29, 2010 11:53 pm
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Map uploaded, please comment what you think about it.  Confused

#37: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: -BoB-Location: England PostPosted: Sat Oct 30, 2010 11:27 am
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Available now on the private server :)

Thanks Terra.

#38: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Sat Oct 30, 2010 12:46 pm
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-BoB- wrote (View Post):
Available now on the private server :)

Thanks Terra.
 

ok ty Bob
Playing the map on your own, takes much time. A few players should be more fun, and I suggest we test it with more players.
The temple has some secrets, but they are not too hard to find.

#39: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: DELETED PostPosted: Sat Oct 30, 2010 12:55 pm
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When will it be on the DU servers ...?

#40: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Sat Oct 30, 2010 2:00 pm
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Kaal979 wrote (View Post):
When will it be on the DU servers ...?
 

Thats up to the admins. When my map is stable and runs smoothly, then to the main server. Wink
All new maps must be tested first Cool

#41: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: DELETED PostPosted: Sat Oct 30, 2010 3:40 pm
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Well - I spectated the first room and must say though I like the lighting
there are some architecture questions which I dont understand.

#42: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Sat Oct 30, 2010 4:45 pm
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I looked on google for pictures of all kind of architectures, and used it as inspiriation, wether you like it or not.

No, your topics and comments make sense to us  Confused

#43: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Mon Nov 01, 2010 2:24 pm
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Played the map yesterday on private. Works.
The temple has some secrets which have to be discovered, to end the map. Idea
Hellfire and Doom liked the map Cool

#44: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: -BoB-Location: England PostPosted: Mon Nov 01, 2010 2:51 pm
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i'm looking forward to trying it. Maybe i will have some spare time later today Smile

#45: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Supa_AngelLocation: Budapest PostPosted: Mon Nov 01, 2010 6:19 pm
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Played it today. Nice. I like it, good job Terra Smile The map looks cool, tho i miss those parts i already liked (bridge in the mine, and that big room with the miner machine or what Very Happy1 ) Anyway good map, can't wait to play it on the Main as well  Wink
WD!

#46: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Mon Nov 01, 2010 6:34 pm
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Supa_Angel wrote (View Post):
Played it today. Nice. I like it, good job Terra Smile The map looks cool, tho i miss those parts i already liked (bridge in the mine, and that big room with the miner machine or what Very Happy1 ) Anyway good map, can't wait to play it on the Main as well  Wink
WD!
 

OK thanks  Very Happy1 , I Had to delete some parts / rooms like the wagon and bridge because bsp cuts/glitches showed up. So instead of these things I builded a big cave with water and crystals.  Rolling Eyes

#47: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Supa_AngelLocation: Budapest PostPosted: Mon Nov 01, 2010 7:23 pm
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Okay Smile I understand.  and  I love that part, with the big green crystals  Wink

#48: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Wed Nov 03, 2010 1:11 am
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So is my map ready to get copied on main server ?

#49: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: -BoB-Location: England PostPosted: Wed Nov 03, 2010 2:04 am
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Well I've not found any bugs. And i like it Smile could have dotted a few monsties around, but its good.

#50: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: POTS PostPosted: Wed Nov 03, 2010 9:04 pm
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DELETED

Last edited by POTS on Sat Sep 01, 2012 9:23 pm; edited 1 time in total

#51: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Thu Nov 04, 2010 12:42 am
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Yes that is correct, some doors are triggered once only. When it is opened, it stays open, so you dont have to repeat the step again.
Or opens just once and is closed forever.  When you triggered the second spawnpoint, the maindoor is not important anymore, because you are already inside the Mine. Idea

#52: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Sun Nov 07, 2010 7:10 pm
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OK notice me then we map is on main server, if there is any need for changes or fixes report it please.

#53: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Tue Nov 09, 2010 12:23 am
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I worked VERY hard on this map. Spent 2-3 months on this map !
Notice me when the map is on main server.... so I can start on a new one if you wish! :twisted:

EDIT : Oops double post.

#54: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: -BoB-Location: England PostPosted: Tue Nov 09, 2010 1:44 am
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Don't worry it will be going on the main server soon. Smile

#55: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Wed Nov 17, 2010 10:48 pm
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I've been away for while, is my map online on main? Idea

#56: No icon Re: -[ The Crystal Mine v2 ] - Download ready ! Author: Terraniux PostPosted: Mon Nov 22, 2010 2:01 pm
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-BoB- wrote (View Post):
Don't worry it will be going on the main server soon. Smile
 


I hope that is a promise, a few weeks have passed. Rolling Eyes
When the map is on main, I can listen to the reactions/feedback  Cool So I can start a new project in 2011, perhaps a multimapper project would be a good idea.

#57: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Mon Nov 29, 2010 2:22 pm
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I dont want to complain, but when is my map about to get uploaded?!  panic
Im losing motivation... Sad

#58: No icon Re: -[ The Crystal Mine v2 ] - Author: -BoB-Location: England PostPosted: Mon Nov 29, 2010 4:34 pm
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I will put it onto main tonight terra Smile

#59: No icon Re: -[ The Crystal Mine v2 ] - Author: -BoB-Location: England PostPosted: Tue Nov 30, 2010 12:21 am
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Its on the main server now.

#60: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Tue Nov 30, 2010 8:13 pm
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Ok thanks Bob Cool

#61: No icon Re: -[ The Crystal Mine v2 ] - Author: Zacman_the_damnedLocation: Under your bed with a chainsaw :) PostPosted: Wed Dec 01, 2010 7:25 am
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Got it sussed, using Dispatchers, roundrobins and Counters  Idea

#62: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Thu Dec 02, 2010 3:25 pm
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Zacman_the_damned wrote (View Post):
Got it sussed, using Dispatchers, roundrobins and Counters  Idea
 


Roundrobins are also a good idea, idd.
This actor will trigger an event each time it is triggered, in sequence from a list.

#63: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Tue Dec 14, 2010 8:07 pm
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Well the map has been played a few times now, people seem to like it.
But they dont know about some secrets Smile.Very fast persons who directly go foward just to end the map, ruins the whole gameplay Sad

They map is designed to give the player a real adventure and must played relaxed and with a bit sense, then you will discover something very nice!!!
You wont believe your eyes what kind of adventure / this actually is  Cool

#64: No icon Re: -[ The Crystal Mine v2 ] - Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Tue Dec 14, 2010 9:07 pm
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I couldn't play it much so far but there are three things that bug me a lot:

1) It's super dark. Not as in "atmosphere" dark but "I can't see anything" dark, and no map has ever done this to me.
In the whole underground human base I have to follow the lamps to read the layout and find my path, because anything not near a light source is just black.
Shouldn't be a problem to tone up the lighting a bit to make it comfortable while maintaining the same feeling.

2) The secret stone to open the exit is really poorly placed. I know it has little importance because it's a one time puzzle and everyone ends up knowing about it, but this got our 5-6 players team blocked for like 10 mins, if not more since eventually someone who already knew decided to help. Otherwise it would probably have ended with a revote.
I would suggest you to move the secret stone to another spot, so that next time we will have to find it again, but to make this spot look more "special" so finding the stone there will look more logical. In a tunnel, behind a waterfall, between plants, stuff like this. The lamp was really too subtle as a  giveaway, because it's too far from the actual spot, and that the actual spot itself is invisible. What you had done just earlier with the other stone switch sticking out of the wall in the dark was much better.

3) The little lift in the skaarj building is annoying when you fall on its ceiling and block its return to the top. This wouldn't happen if it was just a simple platform. HOWEVER, even like that, it's still troublesome to have a lift so small that players have to take turns and use the lift in smaller groups. It separates the team for no reason and you have nothing to gain from this (worse: it gives the first group extra time to rush the next area of the map alone while the other groups have to wait and hope to catch up).
For fairness you should remove the lift completely and just leave the hole, or make some stairs.

Other than that, I think the lighting in the outside areas is too gloomy (looks like SteelHellV2 but it doesn't suit your skybox) and could benefit from being a bit livelier.
The design itself has an excellent scale for large teams and some areas look really lovely (especially the green part of the mine).

#65: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Tue Dec 14, 2010 10:50 pm
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Cyberia-Mix wrote (View Post):
I couldn't play it much so far but there are three things that bug me a lot:

1) It's super dark. Not as in "atmosphere" dark but "I can't see anything" dark, and no map has ever done this to me.
In the whole underground human base I have to follow the lamps to read the layout and find my path, because anything not near a light source is just black.
Shouldn't be a problem to tone up the lighting a bit to make it comfortable while maintaining the same feeling.

2) The secret stone to open the exit is really poorly placed. I know it has little importance because it's a one time puzzle and everyone ends up knowing about it, but this got our 5-6 players team blocked for like 10 mins, if not more since eventually someone who already knew decided to help. Otherwise it would probably have ended with a revote.
I would suggest you to move the secret stone to another spot, so that next time we will have to find it again, but to make this spot look more "special" so finding the stone there will look more logical. In a tunnel, behind a waterfall, between plants, stuff like this. The lamp was really too subtle as a  giveaway, because it's too far from the actual spot, and that the actual spot itself is invisible. What you had done just earlier with the other stone switch sticking out of the wall in the dark was much better.

3) The little lift in the skaarj building is annoying when you fall on its ceiling and block its return to the top. This wouldn't happen if it was just a simple platform. HOWEVER, even like that, it's still troublesome to have a lift so small that players have to take turns and use the lift in smaller groups. It separates the team for no reason and you have nothing to gain from this (worse: it gives the first group extra time to rush the next area of the map alone while the other groups have to wait and hope to catch up).
For fairness you should remove the lift completely and just leave the hole, or make some stairs.

Other than that, I think the lighting in the outside areas is too gloomy (looks like SteelHellV2 but it doesn't suit your skybox) and could benefit from being a bit livelier.
The design itself has an excellent scale for large teams and some areas look really lovely (especially the green part of the mine).
 




Well as mapper you should know that when you make every room/area very light it does not make the map very........................ehm............ nice....
Some area's/rooms are very bright and some parts very dark(Ok, maybe I did make it too dark), thats the whole purpose of making the map 'dynamic'. Build changeable.
And it is a mine attacked by skaarj  Razz, so some lights are not working properly. baeh

:P

Anyway thanks for your comment. I appreciate you are honest to me. Wink  
I can use these tips for my next project.

#66: No icon Re: -[ The Crystal Mine v2 ] - Author: Cyberia-MixLocation: irc://irc.epiknet.org/2LO PostPosted: Tue Dec 14, 2010 11:55 pm
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As I said, making it brighter while preserving the atmosphere is perfectly feasible. Look at MiningOutpost4F, Redux or Unreal's Dig/Dug maps and see how well it works.

#67: No icon Re: -[ The Crystal Mine v2 ] - Author: Terraniux PostPosted: Wed Dec 15, 2010 11:07 am
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Cyberia-Mix wrote (View Post):
As I said, making it brighter while preserving the atmosphere is perfectly feasible.
 

True Cool

#68: No icon Re: -[ The Crystal Mine v2 ] - Author: Zacman_the_damnedLocation: Under your bed with a chainsaw :) PostPosted: Thu Dec 16, 2010 1:58 pm
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Terraniux wrote (View Post):

And it is a mine attacked by skaarj  Razz, so some lights are not working properly. baeh .
 


In whitch case, I advise a Flickering light (Not a god aweful strobe that causes players to quit because the map is actually causing them to have trouble seeing things, as in, they can't see the stuff next to the computer, as one map on the server I have seen cause) and reduce it's radius. Also, to make some lighting for playability, put under damaged lights some exposed wires, a smashed fusebox, with electrical flickers coming from it, making it look broken and also giving that much-needed light.  :thumb:



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