Page 1 of 1

Night Raid Final!!!

Posted: Sun Feb 16, 2003 7:06 pm
by 7th Es Cyborg
ok, I submit my final version of night raid to the scrutiny of my peers.

Please feel free to give me comments about the map, there are a few errors on it ( on in perticular is a damm brush that the shadow won't work right !!! ) but this is my first map so I'm working on a learning curve - hehe.

if the MRB want's to rip it apart, I'd love the feed back so I can become a better mapper.



Here is the download link:

Night Raid

and here are a few screen shots:

Image

Image

Image

Image

Posted: Sun Feb 16, 2003 7:20 pm
by Yarik
nice 8)

Posted: Sun Feb 16, 2003 8:00 pm
by Innkeeper
Wow, I'm impressed. A rather small map but looks like it could support a number of players with plenty of excitement.

Just a few technical issues:

The headlights on the trucks point down too much, even for masked. A few doors are a little too large and several windows are too high. Some of the textures need to be scaled down and a few need to be shifted a bit for alignment.

For a first map, I think you did a great job. :)

Posted: Sun Feb 16, 2003 8:06 pm
by 7th Es Cyborg
danka

Yeah, I didn't learn about all the ways to manipulate textures till I was about 3/4 of the way through making it - hehe, but I know a lot more now for my next one.

Suggestions.........

Posted: Sun Feb 16, 2003 8:29 pm
by Slyk
I'll give you my first impressions from a quick run-around and some techincal and other suggestions, take it as you will.

1. Overall, I like it. Not huge, not too small... Should be interesting. Personally, I like maps that aren't evenly balanced. I think one side should almost always be fighting up hill on at least one end. I LIKE the fact that your doors don't 'auto-close'.

2. Suggestions:
a. take out the headlights on the trucks in the garage. In their place I would suggest adding a 'short-hanging light' on each corner of the garage, and maybe on in the middle of the front beam. MUCH more realistic.

b. add a 'sound speaker' near the trucks on the road, which I assume are the Allied spawn area. Realism tweak.

c. First building on the left, with the nice stairs... give it a hand-rail...unless a circus family lives in this village ;) More realism. Same for the other areas of the map with exposed stairs....no one would build that way.

d. last building on the right, with the bay windows. Each bay has cracks. Try to realign the brushes to eliminate the cracks.
- second floor windows are too tall...maybe lower them 16-20 units. IF you want to limit view/sniping you can put partially open/closed shutters on them.

e. forgot this before... the first building on the right, add a railing around the 2nd floor balcony. Realism, and keep your players from suiciding off so easily.

f. add coronas to your red lights.

g. on your metal sliding doors near the 88s, I'd add little handles on top of the doors or something to break up the flattness...make it appear that you 'can' open them from outside. IF you do this, just add brushes and highlight them with the door and right-click/add-to-entity. More realism trim.

h. be careful with the sharp angles in the terrain surrounding the bunkers, could, in some cases trap players. Didn't happen to me, but you never know.

g. maybe some more crates, barrels, miscellaneous stuff stacked/laying about, a little more cover along the road and into the bunkers.

i. one of the houses with the cement basement; I'd give it a dirt floor and where you have the two lights, plop in a couple german/lanters there hanging from the ceiling. It'll look more naturally lit.

j. i'd expect to find a couple MG-42 nests along the way, just for 'looks' if nothing else. Also, maybe some telephone poles/wires leading from the bunker either into the house area or off the map.

k. maybe a background sound effect? filler noise from one of the games outdoor farm type settings.

SO, that's what I caught in about 8 minutes. Overall, I like it. The linear-forced fight is good, in my opinion, helps to stress team play and mutual support for the Allies to penetrate the Axis bunkers.

Posted: Sun Feb 16, 2003 8:36 pm
by 7th Es Cyborg
thanks, I'm going to keep this one as is ( compile time is way too long to do again - lol ), but all that info will help out a lot on my next one. Some of that stuff, such as the sound for the trucks and adding the handles to the doors I didn't know how to do, but now I do - danka!