View Full Version : goldeneye temple beta release
hi all,
i have a test version of my map available for download, it's an et map, which you can get here: http://www.t4p.net/prime8/007_temple_beta.zip
screenshots can be found here:
http://www.t4p.net/prime8/screenshots.html
this is just a test version, i appreciate feedback, but understand that it is a test version.
Can't open your zip, keep getting "file not valied arcive" or something like that.
that's weird Dt, i didnt have any problem with it.
Ok, I'll try downloading it again latter
MuffinMan
2004-06-05, 09:07
what program did you use to pack it? winrar and zip are for example not always compatible
i actually used pakscape to make the pk3, then i used winrar to make the zipfile. if you want, you can get just the pk3, it's www.t4p.net/prime8/007_temple_beta.pk3
I dowloaded it fine, here's my 2 cents worth. Interesting layout, mabye a bit of a maze though. Heres few pics of where I noticed a few errors or where improvements could be made,
http://www.ctbase.com/uploads/ausman/temple_missing.jpg
First your missing a cm image of the sarcofogus
http://www.ctbase.com/uploads/ausman/temple_repeat.jpg
There are a few walls that suffer the single texture effect. This makes it bland and also could confuse where u are(I presume this is just due to being beta). Also in this pic is where the wall is to be blown by allies, but unless your right against wall allies have no idea to dyno there(reminds me of wolf3d spacebarring my way across every wall for secrets :) )
http://www.ctbase.com/uploads/ausman/temple_texture.jpg
This piller in allied spawn could do with realignment
http://www.ctbase.com/uploads/ausman/temple_lights.jpg
These md3's could do with some lighting and I noticed a few areas where beams of light come from strange places.
Other things, U might want to widen the area where the gold is to be taken, allowing only 1 player to fit through is awkward. I love the textures of the turtles (looking back fondly at childhood).
I think with a few more textures it will be less of a maze and more identifyable. I hope i'm not too bitchy, and I realise that its only beta so I shouldn't set my expectations too high.
i hadnt noticed that pillar, thanks.
the lighting in that hallway i've left there. i dont like it, but atm i dont know what i'm going to do with it. i do plan to change it eventually.
the cm image i'll probably fix tonight.
i took screenshots of some of the ways i've been working on those other problems you mentioned. i'll post a link later on tonight.
also, i have a better image i'm using for the command map now.
vBulletin® v3.6.4, Copyright ©2000-2012, Jelsoft Enterprises Ltd.