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 Post subject: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Fri Mar 16, 2012 6:51 pm 
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Joined: Sun Nov 22, 2009 2:13 am
Posts: 4
Location: Tel aviv, Israel
hi you there :)

Im happy to relaese my new level, that it is a new kind of fps games levels.. that I thoght and create :)

this calld(like you see :D) - MegaLevel -

what is MegaLevel:
its a combine map of all gaming/TV/Misc benfites and other good cool thins.. When this time the monsters and the story built in and make it into the the 3D doom fps games.. the real porpes is to past the all parts of the level, with a portal and teleports and wallwallk with any part will have aother story/titel futured in.

the level that I made is like demo or a alpha that incloude Bar# kitcehn# trees land# and cuite mario and more.. I will be glad to see your maps :))))

some textures I taking from the comuinty mappers....


Pictures !!!
http://imgur.com/a/uscNt#3

Download:
http://www.mediafire.com/?atpli838fbmbc61

Have fun!!!


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 Post subject: Re: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Sat Mar 17, 2012 12:04 pm 
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picked up 200 ammo
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Joined: Sun Jul 20, 2008 4:49 pm
Posts: 218
The screenshots look suspicious, but let's see what's in the game.

From the first few minutes we notice very low quality of this work. Giantism, disgusting lighting with pitch black and pitch white areas, some black cube which splashes green liquid if you push it, "?" above the NPC which tell that the author failed to compile the map properly.

Later we go through some too bright corridors, fighting monsters. The battles are boring, because there's just a simple rectangular corridor with few monsters inside. Sometimes there's even no cover, and we never encounter any gravity manipulation that Prey is capable of.

Some maze with portals, some poor image of a giant kitchen, round room with monotonous and too small wall texture, with hunter. The author managed to make him in a way that he not only doesn't react to the player, but also doesn't move. In the centre of the room a black cube flies, which seem to be a gasbag monster without the model.

After solving the puzzle about reaching the portal, I found myself in the Mario themed place, and couldn't find a way to advance. There are few portals, but they lead to the same room. With noclip, I found a forest with two portals, but one of them don't lead anywhere, another leads back to the maze.

The quantity of fun is 0. Zero. No interesting architecture, no story and scripted scenes, no fun and/or original battle situations.

But when you were creating this map, you were gaining experience with the editor. Don't be upset, because everyone creates such poor quality maps at the beginning. Continue gaining experience, and someday a breakthrough will happen, and you will make us happy with a masterpiece map.

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 Post subject: Re: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Tue Nov 13, 2012 4:58 pm 
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Joined: Thu May 05, 2005 11:38 am
Posts: 1333
Location: Gold Coast, Australia
Don't get too discouraged by poor responses to your first levels. Like NX said, just keep making maps and learning and before you know it, you'll be creating awesome stuff!

To show you what I mean, here's a link to the first review of my first map. Fast forward 6 years and my 3rd released map received the ultimate review, it got me a job.

Keep at it mate!

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 Post subject: Re: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Tue Nov 13, 2012 7:51 pm 
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bkt wrote:
Fast forward 6 years and my 3rd released map received the ultimate review, it got me a job.


Might be even more interesting having the link for that too ;)

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 Post subject: Re: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Wed Jun 19, 2013 7:33 pm 
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is connecting to Doom3world.org

Joined: Sun Nov 22, 2009 2:13 am
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Location: Tel aviv, Israel
Hi guys and girls, I come back to my project, after a long break only fouces on my video editng s work out there, and other map.. im here again. so, few pictures showing my progress, a lot of work to do but Im glad to do it :-)!!!

http://imgur.com/a/2P8uT

Yeha I taked some parts of Lost City and Surprisingly Focused, if this worng for the creators I wil do other stuff!


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 Post subject: Re: Prey SP - The "MegaLevel" Project(s?)
PostPosted: Thu Jun 20, 2013 12:52 am 
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picked up 200 ammo
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Joined: Sun Jul 20, 2008 4:49 pm
Posts: 218
Good to see you're back! :)

On the screenshots you've shown the lighting is monotonous white and overbright. So it lacks color variation and proper brightness variation. Also, there are strange glitches on the walls.

Some time ago, I wrote a post about how to make a good looking map. Read it, you'll benefit from it.

nestel34 wrote:
Yeha I taked some parts of Lost City and Surprisingly Focused, if this worng for the creators I wil do other stuff!

There is a saying "steal like an artist", but you're taking it too extreme here. Don't resort to copy-paste: if parts of your map will look like something that players already seen before, these parts won't be fresh, they will lack the feel of novelty and originality.

Instead, do it in a different way. Watch screenshots from any game which has great architecture, find some small architectural feature that you like (wall support, part of the wall, part of the pillar), do some changes to it in your imagination and then remake it in the editor. Then find or imagine some other feature which will look good together with it, and repeat the process. That way you'll create a design which will look beautiful and original.

If you're making a city, you can also use http://images.google.com/ or similar site to find photos of the buildings, and then do the same process I described above, just using these photos instead of screenshots.

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