creavion wrote on Sep 6
th, 2011 at 6:59pm:
I am fully aware about that my last post was maybe rather harsh but I dont think that high of sweet talking, specially not if the situation we are talking about is rather "serious".
BETA means nearly finished, a few bugs need to be removed. If you think about bigger changes than it would mean your level is still pre-alpha.
Again your ice canyon: I saw plenty of those areas where you walked through nearly exactly straight canyons.
But lets start with the small skaarj tech facility, actually the following more applies to DM and co, but its not that wrong with sp as well.
Try to compare the existing situation with the follwing one: You enter the facility and are walking a few seconds on grate, on both sides of the entry room you see each a ventilator, maybe to the purpose of deairing of the cold wind, to keep it outside.. or something like that. Then you enter an other door. On the right side you see the cable room, a room with big cables for the computers, just as example. However its a dead end room only, your concern goes to the other side, left: You have to walk up a slant followed by a "hair pin corner" (I know thats not motorsport) right where you enter an other room through the door, THEN you have reached the main computer room.
Only a small example, there are other possibilities. In fact it holds some key factors to the gameplay: Changing of the direction after some time, changing of the height, you pass doors. You dont allow the player to get bored. If you let him go through a longer corridor like area and you dont see an end of it quickly.. its like "I know whats coming, booooooooring". If you still have problems to imagine something like that, play some DM Maps, like UT2004s DM-Rankin or what could fit as well in this case: UT3`s CTF-Coret.
The terrain however is an other issue and surely not that easily explainable with some words. Again: check other levels or start with watching of lets plays on youtube, as long it helps you to get some ideas and understanding about level design, to keep things interesting.
Well if you can finish this thing.. ok, then you gain at least my respect for keeping your motivation and stamina.
Dude about terrain:
It's not good resolution but I didn't want to make a special good terrain so I used a terrain from RTNW map ;]. I'll add more rooms with more panel and more possibilites to pass them as you sayed. Next thing is that you are right - it's a pre-alpha (I forgot about this type of work status xD) and I'll add more elements to it. Too much skaarj in valley.. This must be refixed. I've planned to add marines to re-create a small battle between humans and skaarj but when player arrive at place marines are almost dead. I'll delete it and add something other - better. Anyway thank's for opinion cause I'll at least know what must be refixed.
Quote:I think that it looks very nice from the video. The towers are especially a unique touch and the falling snow helps mix up the otherwise blandness of the level.
A little bit of height variation on the cliffs would be nice but isn't critical in my opinion. I was hardly distracted by this detail while watching the video.
I also liked the placement of enemies. Though simple, it seems to keep an even balance between exploration and action.
Thank's for opinion

The quality of this is crapp cause I used a ZD soft game recorder in normal quality. But it has got 80MB anyway

. I'll try to refix it as possible ;]