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  Click here to go to the first staff post in this thread.   Thread: Cr4zy's unofficial reviews.

  1. #21

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    Yes thank you for the good Feedback. It's very helpful for tweaking things. Especially regarding the Portal placement.

    Below isn't a retort, rather where I got my visual inspirations from. Just sayin', since other people have said the same things.

    Secondly on the repetition on the Castle windows...


    And thirdly on the Lighting on the Castle :



    And lastly, the gates are turned into KActors so they actually have colision on them like real doors would when you bump into them. I was having a problem setting them to reset inside Kismet, since there are not any good tuorials out around the web that I could find about how to make Physic's Doors work correctly.

  2. #22
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    Glad you find the feedback helpful guys.

    Nexus, while I understand that repetition occurs in reality, sometimes it doesn't translate perfectly to the game world. I see what you're on about. Sometimes a game environment can look and feel a little, 'weird' when this repeat so perfectly. I guess it's a personal opinion, and I respect the amount of work that you put into the entire level, so details such as repetition are a minor level that I didn't deduct points for. I just feel that it's something you could keep in mind for any future projects. Some minor variation on the windows textures would allow you to have the repetition of meshes but have a different look across them, maybe some lights off others broken etc.

    As for the door it isn't something I checked out in the editor, but you could look at converting the model to an interpactor and moving that using matinee, it will allow for collision and can be moved how you like. Googling some matinee/interpactor tutorials should net you a few results

    Again, something to just consider for the future or an update, loved the level overall, the scale was pretty mind blowing.
    The devil is in the details, as they say

  3.   This is the last staff post in this thread.   #23
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    Hey Cr4zy thanks for taking your time and make those awesome reviews, really good work!

  4. #24
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    Hey!

    Firstly thanks for taking the time out to play all of our maps.

    Secondly, thanks for the generous review of Tomb, I'm glad that the positive points you raised were intended by us. The criticism is equally as important, and some of these things are fixed in the update on the workshop.

    Thanks again mate!

  5. #25
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    Thanks a lot, you've provided a lot of the most useful feedback.

  6. #26
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    Quote Originally Posted by Daniel KaMi View Post
    Hey Cr4zy thanks for taking your time and make those awesome reviews, really good work!
    You're welcome, keep making stunning maps

    Quote Originally Posted by antonowski View Post
    Hey!

    Firstly thanks for taking the time out to play all of our maps.

    Secondly, thanks for the generous review of Tomb, I'm glad that the positive points you raised were intended by us. The criticism is equally as important, and some of these things are fixed in the update on the workshop.

    Thanks again mate!
    Glad you've found it some use!

    Quote Originally Posted by Alhanalem View Post
    Thanks a lot, you've provided a lot of the most useful feedback.
    Again, glad you've found it useful

  7. #27

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    Hah... eating my own words. Devil in the details indeed. By the way I had originally started with the actual tavern on Kings Valley, but it proved to be more of a project to build an exterior for it. The current tavern is consisted of a TON of blocking volumes for the collision, and the static meshes around it are incomplete on the outside. I didn't take a screen shot but I had a very... "Frankenstein" looking tavern filling in the gaps.

    Now that I am not on a time-budget I might go and create a proper static mesh/recreation of the tavern. Maybe anyway. I am making a new tavern that hopefully could someday replace the existing one.

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