Game Asset Reversing | Releases
Justin Emerald:
Delete post
Madgaz:
Didn’t realise this was a map release forum page , plus map needs work you have some models missing textures
Justin Emerald:
Didn’t realise this was a map release forum page , plus map needs work you have some models missing textures
Dedrix:
Nice lore bro
Justin Emerald:
Nice lore bro
Madgaz:
Ok well from the screens it doesn’t look like you’ve really thought about the map, random model placement isn’t too hot when it makes no sense , always try to give a reason for things being the way they are , ie if a wall is damaged what damaged it and why , always try and use real life examples to build upon , also your lighting needs massive improvement as it looks like you’ve just went with WHITE for every light, I’ve yet to see an asylum with white lights , change the colours slightly , add probes, learn about patches and blending to make areas look worn, don’t rely on models 100% of the time to fill a room, Make the room interesting before models are added then use models to spice up rooms , unless you require certain structural models to make the room
keep at it
Justin Emerald:
Ok well from the screens it doesn’t look like you’ve really thought about the map, random model placement isn’t too hot when it makes no sense , always try to give a reason for things being the way they are , ie if a wall is damaged what damaged it and why , always try and use real life examples to build upon , also your lighting needs massive improvement as it looks like you’ve just went with WHITE for every light, I’ve yet to see an asylum with white lights , change the colours slightly , add probes, learn about patches and blending to make areas look worn, don’t rely on models 100% of the time to fill a room, Make the room interesting before models are added then use models to spice up rooms , unless you require certain structural models to make the room
keep at it
Ok well from the screens it doesn’t look like you’ve really thought about the map, random model placement isn’t too hot when it makes no sense , always try to give a reason for things being the way they are , ie if a wall is damaged what damaged it and why , always try and use real life examples to build upon , also your lighting needs massive improvement as it looks like you’ve just went with WHITE for every light, I’ve yet to see an asylum with white lights , change the colours slightly , add probes, learn about patches and blending to make areas look worn, don’t rely on models 100% of the time to fill a room, Make the room interesting before models are added then use models to spice up rooms , unless you require certain structural models to make the room
keep at it
Madgaz:
Well by your logic , I’ve never seen an abandoned asylum look as bland and as boring as this
Justin Emerald:
Well by your logic , I’ve never seen an abandoned asylum look as bland and as boring as this
Not A Dev:
Um ok, I guess. I’m not as Advanced as you are. You don’t have to play it if you don’t like it dude. You know more things then I do.
Justin Emerald:
or... spend more time on detailing and learning the tools rather then releasing a unfinished map?
Madgaz:
I believe I said that I was gonna do that. Maybe removing the information of this map will fix this problem. Attitude will not be tolerated. Assuming you haven’t even play the map.
Spiki:
Guys relax. He's learning
Dedrix:
My advice would be to just start with a very small map to work for getting better at mapping. There are some great vods on YT to help you out with detailing and lighting. As great as your intentions seemed from this map I think it was just far too ambitious.
Ping998:
Hey [USER=1161]@Justin Emerald[/USER] ,
PLEASE don't give up! I understand it's harsh but all these folk are doing is giving u blunt reactions to the work you've done, take their advice and keep on mapping! I think you've tried ur best and I liked the concept, but just keep going with it and you'll certainly improve! :D