Great start to this map. I am sure you will get it tweaked out. Will you be releasing the custom content to the community at some point?
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I liked the light level--it looks like about noon on a cloudy day in the middle of a Russian winter. When does the sun set in February there--like 2pm?
ohyeah and one tiny minor issue is that there is a random lone floating sandbag outside one of the windows in the building next to the anti tank position.
my fave map out yet anyhow! cant wait for beta 2.
I see very few maps like this - and for very good reason because they are such a massive undertaking - sometimes when you are making a level on this scale the playability of the map can fade into the background whilst you're obsession with creating a beautiful world takes over - you're constantly struggling with the visual elements of the level - trying to balance what you originally planned with what is actually possible - it's a tormenting experience when you have to make compromises - but an absolutely necessary one.
My advice is to walk away from the level for a week and return - I speak from experience here since I chopped out at least two weeks work from a current level I'm working on in about 4 seconds flat because it presented a problem with gameplay
Following on some great advice ^, Less is more. Do not sacrifice gameplay and performance for eye candy on an 'epic' type level. You will certainly take heat for scant details here and there but if the gameplay is intense and the overall atmosphere of lighting, efx, and general feeling of impending doom, no one gives a crap about plates, glasses, pictures on the wall etc. If you want to do the uber-detailed map, stick to smaller more managable maps where you have greater control over line of sight.
This is a worthy undertaking but realize the limitations of the engine.
Great start to this map. I am sure you will get it tweaked out. Will you be releasing the custom content to the community at some point?
Got to look at your map tonight. did you get the arty stopping issue fixed. I looked at it and I think that there are some possible things that will go into continuous loops it looks like. While I dont know the affect that you are trying toget looks like you were trying to get some of those to drop as clusters. I posted this to MapO but seems to be missing. I can help you work it out if you like.
It's very cool so far. I'll keep playing it and give feedback as time goes forward. Thanks for the effort spent on this, it will be an awesome map in no time I'm sure.
I just speed-read this and, for a second, thought you were recommending the inclusion of Godzilla in this map
It's quite amazing, I hope you have success in boosting FPS on the street.
I don't know if it's possible, but the big fires coming out of the windows may look better slowed down. (When making older movies (godzilla?) with small models, they would slow water or fire movement to give the illusion it was bigger.) I think they did this on danzig.
Played in it earlier its cool but how come russians can only have 3 riflemen and I think the germans get a little too much smgs. Also shouldnt the russians get ppsh43 wasnt it made in leningrad? But liked the close combat and obstacles and hope you fix problems in next update.
An absolutely beautiful map. DrGuppy has raised the bar for urban warfare!