Wu or Hybridesque is more than welcome to updates his own map. There is nothing Voodoo magic going on here except for the fact that the HD engine handles mesh and simple collision a lot better than the 4.1 engine. If he still has the original map assets along with the textures it’s not that difficult of a process although time consuming.
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Dreaming of Nevada
#132
Posted 03 April 2012 - 11:16 AM
I was just thinking that Nevada is the renamed Turnpike remake so that the original maker still owns Turnpike, and can remake it in that style if they so wish to do? :D
I think I may have said that earlier in the thread, but I only just read the last page now, can't be bothered going through the rest
the power sliding adds to the movement so much.. makes the game that much more FUN
I think I may have said that earlier in the thread, but I only just read the last page now, can't be bothered going through the rest
the power sliding adds to the movement so much.. makes the game that much more FUN
-WAR-Runamok`
cyrus: "Camping" is a non-issue for a player that uses his/her head.
cyrus: "Camping" is a non-issue for a player that uses his/her head.
#135
Posted 06 April 2012 - 01:43 AM
Nevada looks nice , but I am not happy , because there could be fixed some topological mistakes , which is important for the gameplay generated by the map .
A bit creative criticism :
There are exactly 2 spots , where you can see ''only the eyes'' of the player behind , which should be changed . The first one can be improved by simply erasing one object or resized the height , too bad it was already modeled & textured .
The other can be fixed by adding additional entrance/s to the 2 opposite areas or because changing the clipped pyramidal shape might be reason for losing of some jumps , so I suggest to be added haze effect to the edges , just like as I remember was added haze to the crosshairs when was pointed in long distances (at least in Alpha version 1.0.1 , if my memory don't lies me was so).
There are ways to be avoided the negative gameplay effect at least a bit ,but let's think & for the newbies & the way Urban Terror is represented to them since the first days . & Turnike is one of the most played Urban Terror maps ...
& 3rd party mappers follows the FS mapper's example ...
A bit off topic , but still to say come , dear mappers , stop making so narrow doors and windows (for the windows also make them with the right height of the frame) , the doors' , windows' frames must be stick for the wall gameplay wise .
A bit creative criticism :
There are exactly 2 spots , where you can see ''only the eyes'' of the player behind , which should be changed . The first one can be improved by simply erasing one object or resized the height , too bad it was already modeled & textured .
The other can be fixed by adding additional entrance/s to the 2 opposite areas or because changing the clipped pyramidal shape might be reason for losing of some jumps , so I suggest to be added haze effect to the edges , just like as I remember was added haze to the crosshairs when was pointed in long distances (at least in Alpha version 1.0.1 , if my memory don't lies me was so).
There are ways to be avoided the negative gameplay effect at least a bit ,but let's think & for the newbies & the way Urban Terror is represented to them since the first days . & Turnike is one of the most played Urban Terror maps ...
& 3rd party mappers follows the FS mapper's example ...
A bit off topic , but still to say come , dear mappers , stop making so narrow doors and windows (for the windows also make them with the right height of the frame) , the doors' , windows' frames must be stick for the wall gameplay wise .
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