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ut4_northport
#2
Posted 09 November 2013 - 02:47 PM
Had a quick look, some thoughts:
Its a bit too dark for urban terror. Your screen shots are almost certainly not taken at r_gamma 1.
Some of the texturing is a little bland; it could do with some good decal usage.
The use of player clip is not consistent; some areas that look climbable are not. For example some of the crates the player can get on top off and others not; there's no indication that the player shouldn't be able to get up there.
The red bomb site might be a little too exposed, there's quite a long line of sight between the bombsite and the outside yard. A little extra cover there might help.
You don't need to include ut4_northport-common.shader
specifying rgbgen identity or tcgen lightmap in a lightmap shader stage is redundant as they are the default for lightmaps.
Your levelshot doesn't have the map's name on it. I don't know if this was intentional. If you want the default font/levelshot template you can find them here: http://www.urbanterr...ng-a-levelshot/
Also your levelshot doesn't need an alpha channel.
Its a bit too dark for urban terror. Your screen shots are almost certainly not taken at r_gamma 1.
Some of the texturing is a little bland; it could do with some good decal usage.
The use of player clip is not consistent; some areas that look climbable are not. For example some of the crates the player can get on top off and others not; there's no indication that the player shouldn't be able to get up there.
The red bomb site might be a little too exposed, there's quite a long line of sight between the bombsite and the outside yard. A little extra cover there might help.
You don't need to include ut4_northport-common.shader
specifying rgbgen identity or tcgen lightmap in a lightmap shader stage is redundant as they are the default for lightmaps.
Your levelshot doesn't have the map's name on it. I don't know if this was intentional. If you want the default font/levelshot template you can find them here: http://www.urbanterr...ng-a-levelshot/
Also your levelshot doesn't need an alpha channel.
#3
Posted 13 November 2013 - 11:27 PM
Thanks for taking a look.
IIRC i took the screenshots at r_gamma 1. Doesn't look too dark on my screen.
And as far as the clipping goes I tried to be consistent with what the original map allowed. There's one container players can hop on, the rest is blocked off. Maybe it doesn't work too well for Urban Terror physics though.
The other points were informative. Certainly added those to my to-do list.
IIRC i took the screenshots at r_gamma 1. Doesn't look too dark on my screen.
And as far as the clipping goes I tried to be consistent with what the original map allowed. There's one container players can hop on, the rest is blocked off. Maybe it doesn't work too well for Urban Terror physics though.
The other points were informative. Certainly added those to my to-do list.
#5
Posted 17 November 2013 - 08:54 PM
Omg I absolutely LOVED True Combat Elite!!!!! One of the BEST total conversion mods of all time in my opinion!
Beautiful recreation of the map by the way. I do agree that it seems too dark. Other than that, everything looks to scale.
Wow this brings back memories.
Beautiful recreation of the map by the way. I do agree that it seems too dark. Other than that, everything looks to scale.
Wow this brings back memories.
[img]http://www.clancunny...anner_elite.jpg[/img]
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#6
Posted 18 November 2013 - 07:14 AM
yeah TC:E was great, i a recreating one of its maps currently but better suiting it for UrT! :)
#8
Posted 07 April 2014 - 01:01 PM
dswp.de
Beginner’s Guide to Urban Terror (woefully out of date)
Daily Deadnade (Last updated September 9, 2016)
Beginner’s Guide to Urban Terror (woefully out of date)
Daily Deadnade (Last updated September 9, 2016)
#9
Posted 07 April 2014 - 01:56 PM
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