Description

The planet Takodana from The Force Awakens! This is my first map, so please tell me what you think!

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The Force Awakens - Takodana
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Commander-Sev
Commander-Sev

where do I even start? way too plain, default skybox, boring. work on it buddy

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wookieejedi
wookieejedi

Best not to listen to people that give no constructive feedback. This map is an excellent start! Keep up the good work!

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NMir
NMir

His feedback is ways more constructive than yours.

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Marth8880

It's not *completely* constructive feedback, no, but he's absolutely right. I would *not* call this "an excellent start" either.

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RC_1140
RC_1140

"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.

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SlothGodJeff
SlothGodJeff

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.

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Marth8880

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.

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tykylo
tykylo

"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.

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Guest
Guest

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...

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Guest

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DarthBaconAJ
DarthBaconAJ

Keep it up! There's a start to everything :)

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Marth8880

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! :)

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Ghedorah
Ghedorah

I really enjoyed it!

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EggHead98
EggHead98

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.

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