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Poll: How do you feel about the project?
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Castle Dukenstein (in progress)
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CrushedRaiD Offline
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Posts: 115
Joined: Dec 2010
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Post: #11
RE: Castle Dukenstein (in progress)
(01-27-2011 06:19 AM)Sel Wrote:  Oh christ.

You have mashed loads of level pieces from entirely different sets together all over the place, and it looks pretty bad. Your environments make no sense, your lighting sucks, and there is no indication of what to do, or where to go, and having a million locked doors isn't helping the matter. There's a note with no text, none of the level doors have text to indicate where they go.

Some of the first room is visually interesting, everything else is pretty awful.

It's his first map :c Don't be too harsh mate Smile
01-27-2011 08:58 AM
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Beatlebattle Offline
Junior Member

Posts: 27
Joined: Jan 2011
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Post: #12
RE: Castle Dukenstein (in progress)
Feedback is good, negative or positive, I can have it.

Thnx for testing it sel. I know it might look bad but I'm stil working on it. Theres like 20 hours of work for both me and my friend since I discovered the editor tool so lots of things to learn Smile I will focus on the stuff you mentioned.

And yes, I'm planning to make a map with the same design as the castle from duke nukem 3d.
(This post was last modified: 01-29-2011 01:13 AM by Beatlebattle.)
01-27-2011 03:50 PM
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Sel Offline
Senior Member

Posts: 278
Joined: Dec 2010
Reputation: 3
Post: #13
RE: Castle Dukenstein (in progress)
Look at the stock levels, you can learn a lot from them.

You should also use bb_lightyellow_lightray billboard instead of the one you're using. It would look significantly better, especially once you understand how to create billboards properly.
01-27-2011 05:06 PM
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Beatlebattle Offline
Junior Member

Posts: 27
Joined: Jan 2011
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Post: #14
RE: Castle Dukenstein (in progress)
Well I changed the billboards as you said and I think you're right. It does look much better as the 2d looking things Tongue I followed the tutorial once again and fixed it. I also added more spotlights and boxlights to make the lightning more realistic. Also I've made a level switch between the sleeping rooms and the dungeon since it all seemed a bit strange and long for 1 single map. Next to this just a few fixes on wallglitches and replacing entities which didn't fit in the level catogories. I'm working on the signs right now since I got more replies of people getting lost before they could even find the next level... When the dining room is ready and whejn we've linked the rooms and make it 1 piece and fixed every single glitch we find I MIGHT post it again but not before we are sure it's playable this time. Thanks for the tips Wink If you got any more I would like to hear them.
(This post was last modified: 01-29-2011 12:27 AM by Beatlebattle.)
01-29-2011 12:26 AM
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Beatlebattle Offline
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Posts: 27
Joined: Jan 2011
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Post: #15
RE: Castle Dukenstein (in progress)
http://www.frictionalgames.com/forum/thread-6632.html

latest version of the map
(This post was last modified: 02-19-2011 03:07 PM by Beatlebattle.)
02-19-2011 03:06 PM
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