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A mod I'm working on (there's screenshots)

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ShadowAurion

*face-palm*
I'm working on a mod. It's my very first mod, so it'll probably suck, but I felt like showing some screenshots. There's no download link yet, that'll come later. But please look at these screenshots. I will listen to constructive critism, but if your post says "Oh my gosh, this mod sucks.", then I'll just ignore you. Anyway, here's some screenshots.

Beginning of first level.

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20027.png

Room before checkpoint

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20029.png

End of first level

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20030.png

Beginning of second level

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20031.png

Wood jumping room

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20033.png

End of second level

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20035.png

Boss level

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20036.png

Another screenshot of Boss Level

http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20037.png

I'll post more screenshots later.
 
Please don't start on a mod yet. Rather, practice by making individual levels. After you've gotten all the experience you want, then make your mod.

And just a heads-up, pick a different texture set. GFZROCK has been used in so many places it's not even funny.
 
Ok, I'll do that. Sometimes, I just go ahead and do something without practice, but I'll try making a sector with and example of a linedef executor and such (kinda like what SSNTails is requesting). Thanks.
 
When I say level, I'm literally talking about a real level. Not that SSN won't accept your contribution, you're not going to get any better at mapping when you're not playing and making real maps.
 
I know that. I'll try out the Sector and Linedef types (make ones that other people didn't make yet) first, THEN make the real level. Again, thanks for the tip.
 
Dude yor mod seems fine to me it just seems like you made al little unnecessary space on (some) of the maps.
 
No, you can see that he has just started making levels and lacks experience. He should come back when he has more experience with level wadding before starting a level pack or mod.
 
DashFox2007 said:
No, you can see that he has just started making levels and lacks experience. He should come back when he has more experience with level wadding before starting a level pack or mod.
Thats not true his maps are good b-sides he did say he would listen to constructive critism maybe thts why he made this forum in the first place
 
I shall give you criticizm without a download link! (Use image-tags, plzthx.) Example:
Code:
[img]http://i192.photobucket.com/albums/z210/NegaTheHedgehog/srb20029.png[/img]

Beginning of first level:
A little craped for a flower/grass level.

Room before checkpoint:
Enemy variaty please.

End of first level:
Needs somthing to fill the space. Or less space to fill.

Beginning of second level:
You _NEED_ a level hedar. Unless you actally are trying to out do srb2 on your first try.

Wood jumping room:
Please don't use platforming over a death pit for no reason. This isn't the MR.

End of second level:
Ugly texture use.

Boss level:
Looks relly boring. Again, put sonthing in it.

And for better screenshots:
Code:
alias screenie "viewsize 12; wait 3; screenshot; wait 3; viewsize 11;" 
bind 0 screenie
 
Screenshots look promising. While GFZ rock is overused, there are some places where it is fine. There are many ways to make it unique without changing the wall texture.

Anyways, for the woods jumping section, it would be cooler if you were jumping on branches of the giant tree. All it would take are some FOF's, which can be real easy in SRB2Builder unless you have multiple functions on each sector.

Also to get a woods sky to work, set it as the ceiling for the sector, then make the sector enclosing the space have the ceiling and floor where you want the sky to begin. The upper textures will show as a sky ingame, though they will be kinda ugly in 3d mode of SRB2B.

Boss level's textures are a little annoying, they are like garlic, where overuse makes it stink. I would suggest trying to stay on the same theme as the previous levels. I would also suggest making the arena reflect the style of platforming exhibited in the past two levels.

I would suggest looking at Level Design 101 (or again if you already have) to get more ideas, and browse the srb2 wiki to find out how several linedef executors work, including the change sky which would be handy in the second level.

---

As for BZ4's suggestions. GFZ rock is fine if the level itself is unique enough or the design enjoyable enough. You could also try using some neat techniques to differentiate it from the familiar GFZ or JCZ style.

Also I would back up the suggestion to work on individual levels. They can be made into a mod later on if they are really good.

Also these comments are based on the screenshots, if I could see more of the level, then I could probably give better criticism.
 
on Edge said:
Beginning of first level:
A little craped for a flower/grass level. I'll try and make the level a bit bigger.

Room before checkpoint:
Enemy variaty please. I was trying to make the level not too hard. I'll vary it.

End of first level:
Needs somthing to fill the space. Or less space to fill. I made it like that to look like Sonic was still continuing (mispelled?) on, not just running into a wall and magically appears somewhere else. But if you're talking about decorative flowers, then I'll do that.

Beginning of second level:
You _NEED_ a level hedar. Unless you actally are trying to out do srb2 on your first try. For the sky so I don't need those grass textures for the ceiling? I'll try.


Wood jumping room:
Please don't use platforming over a death pit for no reason. This isn't the MR. Ok, this is where I have to explain something. You're NOT jumping over a death pit. You start off on the ground which is slightly flooded and jump on tree trunks to the finish. Also, I don't know how to make floors float yet. I'll check Sector types on the Wiki.

End of second level:
Ugly texture use. Yeah, I'll work on that part.

Boss level:
Looks relly boring. Again, put sonthing in it. Oops! I forgot the decorative items, but I'll also need to vary the wall texture, is that what you're saying?

Also Cegalman, I personally believe my maps aren't good because they lack Linedef and Sector effects, since I don't really know a lot.
 
Numbering doesn't really help unless I also used numbers, or you eddited the quote and put them in. Alternatively, just reply inside my quote and bold the things you say.

And if you want to make it look like Sonic is still continuing onward past the finish, use ice or wind to keep him moving. But you should at least put some flowers in.
 
Judging by the screenshots, the maps look really small and cramped. Widen things out a bit, but never make it barren and empty. Throw in some extra sectors with different heights, whether it's for scenery, alternate paths, or extra items. Notice GFZ1, it's not just a straight path. There's extra areas around the edge that aren't useful for anything, but they look nice, and give the level a better feel.
I'm glad you're taking criticism better than some of our other users. Hopefully with some help and experience you can make some great maps. ;P
 
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