Ignore Commander-Sev. Obviously they think they're entitled to whatever the hell they want. It's a good map for a beginner. It's plain, but I wouldn't expect anything else from someone that literally just started. Just keep working on your skills and always try and get productive feedback. I'll look for future maps from you.
How exactly does Commander-Sev think he's "entitled to whatever the hell they want"? His feedback may not exactly be descriptive, but that doesn't make it non-constructive.
Might want to start on smaller projects first before venturing out to bigger projects. I would love to see another DANN_BOEING type modder for Battlefront 2 but I think that is not happening...
1) Try to add more height variations to your terrain, by which I mean add some more hills and stuff. There's nothing inherently wrong with flat terrain in places where the gameplay doesn't take place, but when the majority of the main gameplay area is almost completely flat, the gameplay will faulter.
2) Change the default sky, and get rid of or at least change the color of the nasty default fog. Make it so the sky makes sense for the environment. Good tutorial for changing the sky: Youtube.com
3) Try to add a larger variety of props (but make sure they make sense for the level). Doing so will make the level a LOT less bland and spruce things up a bit.
4) Make sure all of your spawn nodes are relatively close to their associated CP. A good max distance is around 10-15 meters. In fact, there's a handy tool in Zero Editor that allows you to measure distances, it's called "Tape Measure" and is found here: Puu.sh
5) Add planning and barriers and hintnodes to your level! As it is, the AI run through the lakes and into trees and other props, which is a sign of an amateur. There's a great tutorial here: Gametoast.com
6) Add some lighting! It'll really help bring everything together! I wrote a tutorial for setting up basic directional lighting here: Gametoast.com
re: lighting, I also recommend you check out this video: Youtube.com It's a UE4 tutorial, but the theory can be applied anywhere. Also, here's a SWBF2-specific lighting tutorial video: Youtube.com Lastly, be sure to check out the SWBF2 lighting documentation: Sites.google.com
One last thing, if you haven't already, go ahead and create an account at Gametoast.com where you can ask questions about anything I mentioned and anything else you ever need help with. Good luck! :)
where do I even start? way too plain, default skybox, boring. work on it buddy
Best not to listen to people that give no constructive feedback. This map is an excellent start! Keep up the good work!
His feedback is ways more constructive than yours.
It's not *completely* constructive feedback, no, but he's absolutely right. I would *not* call this "an excellent start" either.
"work on it buddy". he's just a starter. i can't do better, but don't try to kick people out of the door.
Ignore Commander-Sev. Obviously they think they're entitled to whatever the hell they want. It's a good map for a beginner. It's plain, but I wouldn't expect anything else from someone that literally just started. Just keep working on your skills and always try and get productive feedback. I'll look for future maps from you.
How exactly does Commander-Sev think he's "entitled to whatever the hell they want"? His feedback may not exactly be descriptive, but that doesn't make it non-constructive.
"where do I even start? way too plain, default skybox, boring. work on it buddy"
I mean, he literally just started, and this is what he gets for experimenting, apparently.
Might want to start on smaller projects first before venturing out to bigger projects. I would love to see another DANN_BOEING type modder for Battlefront 2 but I think that is not happening...
This comment is currently awaiting admin approval, join now to view.
Keep it up! There's a start to everything :)
A few pointers:
1) Try to add more height variations to your terrain, by which I mean add some more hills and stuff. There's nothing inherently wrong with flat terrain in places where the gameplay doesn't take place, but when the majority of the main gameplay area is almost completely flat, the gameplay will faulter.
2) Change the default sky, and get rid of or at least change the color of the nasty default fog. Make it so the sky makes sense for the environment. Good tutorial for changing the sky: Youtube.com
3) Try to add a larger variety of props (but make sure they make sense for the level). Doing so will make the level a LOT less bland and spruce things up a bit.
4) Make sure all of your spawn nodes are relatively close to their associated CP. A good max distance is around 10-15 meters. In fact, there's a handy tool in Zero Editor that allows you to measure distances, it's called "Tape Measure" and is found here: Puu.sh
5) Add planning and barriers and hintnodes to your level! As it is, the AI run through the lakes and into trees and other props, which is a sign of an amateur. There's a great tutorial here: Gametoast.com
6) Add some lighting! It'll really help bring everything together! I wrote a tutorial for setting up basic directional lighting here: Gametoast.com
re: lighting, I also recommend you check out this video: Youtube.com It's a UE4 tutorial, but the theory can be applied anywhere. Also, here's a SWBF2-specific lighting tutorial video: Youtube.com Lastly, be sure to check out the SWBF2 lighting documentation: Sites.google.com
One last thing, if you haven't already, go ahead and create an account at Gametoast.com where you can ask questions about anything I mentioned and anything else you ever need help with. Good luck! :)
I really enjoyed it!
Not bad for your first map. Not much to it, but that's all right considering it is the very first map you ever made.