Atmosphere was appreciated but if the map didn't perform well for most players it wasn't going to be very popular online. They wanted to play the game, not watch a slideshow, take pretty screenshots and wait 10 years for hardware advances to allow them to play a map smoothly. They wanted good looking maps that performed well but most players didn't have supercomputers to run the latest hourences map (stuffed to overflowing with framerate killing, lag inducing eyecandy) smoothly. so, who's gonna stand by what some of you have said to back it up or do you accept I have a perfectly valid point?I have to disagree. all they wanted were rubbish, BSP-heavy maps with very poor attention to detail and virtually no Z-axis play - aka, box-maps. Many TERRIBLY made maps were nearly always chosen over better looking maps because they allowed lazy players to spam the bejezus out of anything that moved with no such care about skills, jumps, falls, risks, jump-pads, grav-boots etc.
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Ok, so I'm not gonna take that as gospel - I know full well about the stages used to make GOOD, visually appealing, fun, playable polished maps, (I have been making maps since 2002), but I also know that many players, (UT99 and even UT2003/4), wanted to play in BSP-only maps with very poor lighting and build quality, who refused point-blank to help test, vote for or play any maps that were even just slightly visually appealing, (maps with meshes, skilfully created lights, particle effects, fire, electrics, sound, effects etc etc).
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Gooba's work looks great too - that castle looks intensely good with regards to the visuals he's envisaged, (and masterfully put to, 'paint').īubbaxm2, are there any other active, creative, skilled, passionate mappers, (non professional I hasten to add), who you'd say I ought to keep an eye on? Thanks. Good luck!!Hey Bubbaxm2 - I did indeed see some of Neil's work, and GOOD it is! He's got a passion for the game I haven't seen for a long time, he's clearly got what it takes! I remember when I first saw some of Sjoerd De Jong, (Hourences), early work and boy, that blew me away and it was one of a few instances with seeing great mapping with the UT99 game/editor that got me into map-making in the first place. It's a chance you will just have to take I guess. Showing off your talents with a new engine and in a game that is in pre alpha can also get you set up as a contributor, which in return will also mean that your subscription to the engine will be free. Cpt Migraine is already doing so and his map is likely to be in one of the weekly builds in the very near future. No one can say for sure how people will vote when the game is out in full release but if you think you can make some nice polished maps I would recommend you go ahead and do so. Gooba did a pretty nice bunch of art for the map Outside They are just early iterations of the maps that will allow us to test out the movements and other core game values currently. If you look around the forums a bit you will find that there are already threads conceptual art for a few of the maps that are currently being played. In short - is it gonna be worth my time learning the new editor, paying for the subscription, my incurring electrical and hardware expenses to run this new editor and game to make good looking, fun, polished maps, with hours and hours of laborious, tedious, difficult, slow, tiring work spent making them if all that's going to happen is that even new gamers are going to vote for box-maps over creative, fun, exciting, challenging maps which have been made with skill, love and care? Is it going to be worth my time and money? Is it? Or isn't it? so, who's gonna stand by what some of you have said to back it up or do you accept I have a perfectly valid point?