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ut4_poland_b8
A trip to eastern Europe
#22
Posted 09 January 2012 - 05:00 PM
Nice :) i like the details you have added and so :)
But imo the bomb spots are quite bad..
I think you should have the bomb mode layout same as TS and change the location of the Black bombspot atleast, the red is okey i think.
Here is my suggestion for the black bomb spot:
The Red bombspot is waaaaay to open imo but its open for both teams
wich make it quite balanced(i think) but i still dont like it there.
Edit: i think it will be a great CTF map though :D
But imo the bomb spots are quite bad..
I think you should have the bomb mode layout same as TS and change the location of the Black bombspot atleast, the red is okey i think.
Here is my suggestion for the black bomb spot:
The Red bombspot is waaaaay to open imo but its open for both teams
wich make it quite balanced(i think) but i still dont like it there.
Edit: i think it will be a great CTF map though :D
This post has been edited by JustMe...: 09 January 2012 - 05:20 PM
Ingame: Swiiitan
Clan: **Saft
Clan: **Saft
#23
Posted 09 January 2012 - 07:16 PM
Majki, am I still suppose to find bugs on this map? :D
[img]http://i.imgur.com/vtOLw.png[/img]
#25
Posted 11 January 2012 - 09:37 PM
Thin buildings:
Thin buildings:
Tree shader:
Plant shaders:
North East Spawn:Odd texture filtering on man hole cover shader, I suspect nomipmaps was used in the shader? (no picture)
Low arch restricts strife jumping:
textures/polandwindows/polokno25.tga has resolution 255x256.
I question the use of nopicmip/nomipmaps in a lot of your shaders.
Thin building again:
North East stairs: The ceiling could do with being a bit higher:
Especially here:
Overlapping surfaces:
most likely the cause of these splotchy shadows:
^also there are some misaligned textures on the building.
The levelshot image is the ugliest part of the map, two solid grey buildings. There are much nicer views in the map.
Buried surface:
3x buried surfaces:
cull none:
Yellow face under crosshair extends behind the white wall:
Black hidden face and cull none on sign.
Caulk these:
Stair brushes extend too far down.
Ground shouldn't extend under here:
ore buried ground surfaces:
Caulk the backs of these stairs.
Face needs caulking:
Z-fighting:
Buried faces.
many uncaulked faces on the back of this building:
Caulk here:
caulk:
Caulk:
Caulk / cull none:
Caulk:
Big buried surfaces:
big buried surfaces:
big buried surfaces:
caulk / cull none:
caulk:
caulk:
caulk / cull none:
caulk:
What we these horizontal surfaces for?
cull none:
plants:
missing texture:
cull none:
caulk:
Large buried surface:
Caulk neeeded & faces extend too far back:
Cut wall surface diagonally along edge of roof:
buried surface:
caulk the back of these stairs:
I can see a floating brush over the roof:
Please clip small angled trims with square clip brushes to avoid bad collision.
bad lighting:
decals need surfaceparm nomarks
lighting/texture mismatch
I will have more tomorrow
Thin buildings:
Tree shader:
Plant shaders:
North East Spawn:Odd texture filtering on man hole cover shader, I suspect nomipmaps was used in the shader? (no picture)
Low arch restricts strife jumping:
textures/polandwindows/polokno25.tga has resolution 255x256.
I question the use of nopicmip/nomipmaps in a lot of your shaders.
Thin building again:
North East stairs: The ceiling could do with being a bit higher:
Especially here:
Overlapping surfaces:
most likely the cause of these splotchy shadows:
^also there are some misaligned textures on the building.
The levelshot image is the ugliest part of the map, two solid grey buildings. There are much nicer views in the map.
Buried surface:
3x buried surfaces:
cull none:
Yellow face under crosshair extends behind the white wall:
Black hidden face and cull none on sign.
Caulk these:
Stair brushes extend too far down.
Ground shouldn't extend under here:
ore buried ground surfaces:
Caulk the backs of these stairs.
Face needs caulking:
Z-fighting:
Buried faces.
many uncaulked faces on the back of this building:
Caulk here:
caulk:
Caulk:
Caulk / cull none:
Caulk:
Big buried surfaces:
big buried surfaces:
big buried surfaces:
caulk / cull none:
caulk:
caulk:
caulk / cull none:
caulk:
What we these horizontal surfaces for?
cull none:
plants:
missing texture:
cull none:
caulk:
Large buried surface:
Caulk neeeded & faces extend too far back:
Cut wall surface diagonally along edge of roof:
buried surface:
caulk the back of these stairs:
I can see a floating brush over the roof:
Please clip small angled trims with square clip brushes to avoid bad collision.
bad lighting:
decals need surfaceparm nomarks
lighting/texture mismatch
I will have more tomorrow
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#26
Posted 11 January 2012 - 10:02 PM
Quote
I will have more tomorrow
that's... :/
This post has been edited by flajaz: 11 January 2012 - 10:03 PM
[img]http://i.imgur.com/kweKQ.png[/img]
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