ebd wrote:Geometry isn't bad. It's basic, but it gets the point across and looks good. A lot odds and ends also seemed "borrowed" from the stock maps. The Nali must have a very strict legal code when it comes to building houses, since every Nali house in every map pack looks the same. On the whole though, the pack has a very "Unreal" vibe to it, which isn't a shock to anyone I'm sure.
Well thanks for the first part. Some work went into lightning, sound, and atmospherics. I understand what you mean about re-using assets. Part of problem for me was making things that were "Unreal" in nature and tone, but also new. It was difficult for me to create wholly original ideas. I did borrow from previous Unreal brushes, but I mean so did the original developers. There are Nali house similar if not the same in Nyleve, Dusk Falls, Spire Village, Spire Land, Inter-Crashsite. Not 100% backing up my use of them, in a lot of ways they are sort of a cop-out. But they offer a symbol for the player to go to knowing there might be supplies inside. I hate the idea of supplies laying around randomly in maps. If you noticed I tried to put items in "stock piles" where they would perhaps logically be found. In crates, in Nali house, on mercenary platforms whatever. I never understood the random eightball canister lay in the corner of a map. Talk about contrived.
ebd wrote:"So they entombed the brute while building the structure on the off chance that someone were to walk by before the brute starved to death?
Sort of.. This was actually what you say it is. Contrived design. It was actually homage to bad design. While design Krajigar Mine my brother was over looking over my shoulder watching me build it. He used to make Counter Strike map in Gold Hammer, and asked why the brutes were just walking around. We got into a discussion of what their actual purpose is or was. I explained they are basically slaves of the Skaarj, much like the Krall, just outfitted for more "heavy" operation. That idea that they could use their gun arms to blow up rock to reach Tarydium ore was sound to me. Putting a brute literally in a wall and working it to "scare" the player was sort of joke on how this brute had no other job but to literally be divided off into a wall. While duping a brute, it ended up in a wall, literally away from where I originally had placed it. I figured it would be funny just to have a brute in a wall, just for hell of it, and so became the wall brute. That little piece took about 10 minutes to make, just for a little fun. But I'll definitely keep your criticisms in mind. Just don't think its all contrived.
ebd wrote:The lava level was really cool, though the enemies had problems navigating it.
I know, sort of not very good at pathing it takes a lot for a beginner to even scratch what does what in navi for enemies, and lets be honest Unreal enemy's are squirrely but they are not the brightest. I place Path Nodes as best as i could, and just left it to whatever happens, happens. I kinda like when a Skaarj Officer missing a jump plunging into lava below..idk
ebd wrote:Towards the last few maps (but not so much during the battle with general whatever and the obligatory queen battle) ammo runs a little short for all weapons.
ebd wrote:I'm playing on Hard and it's .. err ... very Easy, until now I've never been short of ammo (far from it) and only once did I fall below 70 health. Health is balanced fine I think but the lack of dangerous resistance means you never get to need it, also I think ammo could be reduced by 20%, maybe 40%. I've a feeling the difficulty settings need some serious adjustment.
These are fair assesments. I played through these maps quite a bit. I realized that there might be massive difficulty flaws. But I wasn't sure if I was just that good (haha) or because I knew where all the items/weapons are.. It was apparent to me towards the end of the game where I almost had maxed ammo on most weapons. But I figured for newer players that this would be okay for them. Maybe some people just like to play Unreal to mess around and not worry how many shots are left in their Flak. Sometimes even I would play the same map again and have a different outcome and acutally question taking out ammo. It was a hard thing to test. Next time I will use map-testers, as I didn't this time. I just wanted to surprise a few Unreal players with a quick map pack. I'm new, so my reputation is a blank canvas. I don't care if this plumetted.
As for the queen having too few ammo, i originally had the idea of you waking up VRikers style (again) having to run around collecting all the weapons and ammo/items again. This idea i threw out because after "breaking" into the Skaarj armory in the ship, i felt that your progress of earning weapons or acquiring over the game should not be cut. Also having a map with 9 weapons and ammo looks ridiculous. Point taken though, just everything I played that map i felt that I had enough ammo left over to be able to fight the queen okay.
ebd wrote:In that top area there are 2 wooden raised platform with boxes on them - I would suspect there's something interesting there but I can't find a way to get up there or to bring the platforms down e.g. shooting the ropes). If there is a way, please accept my apologies, I will look again, but if there isn't, it's a game design I don't like.
Then you probably don't like it. The purpose of the hanging boxes was just purely aesthetic. Showing that the Skaarj were using rope/pulley to hoist or hold stuff. I'm sorry if this was misleading. I guess I didn't think about it that much. If you missed the secret the first time, you should have stay on the lift. I'm sorry about this design flaw, I should have made a "return" lever for the lift.
ebd wrote:OK, I'll cut the rant, take a good rest and continue playing tomorrow evening (and don't get me wrong, I'm looking forward to it - the Unreal vibe (as mentioned before) is certainly there

Thanks, I know its not the best thing around, but as long as you have fun
ebd wrote:Good Lord, that's pretty.
Thank you sir, i had fun playing around with colors and palettes. I tried to create a diverse sense of place.
ebd wrote:I'm not really sure what the story is. Since the player character romps around the planet killing anything she or he comes across, then boards a Skaarj ship, sabotages it, and kills everyone on board, perhaps those mercenaries should have just left the player character in the prison.
There are translator log messages on dead bodies around the maps, but I digress. It is a little thin, but really put together towards the end. I didn't think people cared about story in Unreal... I mean the base game was to me essentially you are "Jesus Christ" with a rocket launcher to a group of native people that you can kill and (in some situations) kill in "humourous" ways to save them from an enslaving race of humanoid lizards. I will work on it more next time around.
ebd wrote:Can't wait to wake up, and play this. Welcome aboard.
Thank you sir, hope you have a little fun playing it
ebd wrote:Oh my! Great news indeed!!
It won't be for just yet, but once I get around to playing this, I'll provide some feedback for sure!

Thank you Sat42, let me know what you think.
ebd wrote:Awesome stuff man, been watching this on OldUnreal - good to see you've released (in under a year!)
Gonna definitely play this as soon as I get the time

Thank you! I wanted to do a silent release originally but after dropping some stuff on Oldunreal, i figured I really needed to work on it. It took some time, even with its generally short levels, theres just a lot to making maps.. Hope you have some fun with it.
ebd wrote:fantastic

now we have a new map-pack this year

Do people not release often?
Did you guys like my music selection? I really love Unreal music 
Anyways glad you guys are enjoying most of the aspects of it. I realize there are flaws in several aspects. Again I haven't ever released anything, I'm "new" to mapping. I don't know vertex editing or tessellation or whatever, I just realize that was a thing after someone mentioned it in a post to me a while ago. I'll try to combine all what you guys say for better maps moving forward. Just hope that you guys can add this to your playlist and enjoy blowing away the Skaarj.
Queen Ship spoiler:► Show Spoiler
While on the elevator, look up and use your momentum to leap up into a secret nook that holds some items that will help you defeat General Krajigar in the command chambers. I think people might have trouble getting past his high skill level and flak cannon.