Very Early, very short level. Need Feedback. - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Very Early, very short level. Need Feedback. (/thread-21552.html) |
Very Early, very short level. Need Feedback. - Bonehead - 05-19-2013 This is extremely early in development. I would just like some pointers on atmosphere and whatnot. How the scares are (not many here). Just 100% for feedback here. Has no name currently, like I said, I'm just looking for pointers. Here's the map. Once you've picked up the chemical pot and have left the lab/closet, you are done. Just so you know, this is all from what I learned in 2 days time. I'm testing the water. I really want to get into this so I'm ready for aamfp. So, all the feedback on can get, links to useful things and whatnot. Scripting is my weak point right now.. but let me know what you think of it. I've updated the post with a much more elaborate version of the map. Still seeking more feedback. This map's purpose is not to BLOW YOUR MIND. I just started learning 2 days ago, so don't be expecting too much. This is just me trying to cram all of this crap into my head. I've never scripted before nor have I ever even read into it. So yeah. Feedback is great, constructive criticism. Don't be an ass.. but don't sugar coat it. Updated attatchment. RE: Very Early. Very short. - PutraenusAlivius - 05-20-2013 You need some fixes on the lighting. There's a shadow on the floor, but no shadow on the ceiling or any light at the window. Some are bleeding to the other room. If you're having a room with two stories, have the second one (and every story from the second story if you want to add more) to use the default_extension wall. That's better. RE: Very Early. Very short. - Bonehead - 05-20-2013 (05-20-2013, 01:27 AM)JustAnotherPlayer Wrote: You need some fixes on the lighting. There's a shadow on the floor, but no shadow on the ceiling or any light at the window. Some are bleeding to the other room. If you're having a room with two stories, have the second one (and every story from the second story if you want to add more) to use the default_extension wall. That's better. Thank you for your feedback. I didn't see the extension walls.. wish I had, mainly because I also though the second story walls looked a little iffy. But thank you for your input, it's very much appreciated! Like I said above.. I'm using everything I've learned in the last 2 days. RE: Very Early. Very short. - CarnivorousJelly - 05-20-2013 I'll play first, then open it in the level editor and take a look at the way you've designed it. While I'm doing that, I'm going to be typing all the impressions I get from this map, every thought that runs through my head (with context of course) and probably tell you what needs fixing somewhere in that large muddled mess of stuff. I'll try to keep it categorized inside this spoilers below so you can navigate my ramblings a little bit easier: (Based on the last time I did this, I should have a complete analysis of your map and update this post in 24 hours) Edit: Noticed the new version of the map, I'll take a look at that one instead. Second Edit: Noticed the comment about sugar-coating/being nasty, I'm not sugar coating or trying to be a huge butt about anything I say here. If something comes across as rude or impolite, let me know so I can rephrase it, please :) Just a head's up, most of what's contained below will be criticism, but there will be compliments. Use the criticism to improve, don't let it weigh you down. Crushing your modding dreams is the exact opposite of what I want to do. Spoiler below!
Last Edit I made some changes to your map, you can download it here and do what you please with it. I was going to change more than just the lighting, but I realized it's now 2:30am and I'm really tired. Sorry, but this is all I'm going to do :) If you click the link, it will directly download the map in a zip file. RE: Very Early. Very short. - Bonehead - 05-20-2013 Holy crap, Kiandra... Thank you very much for your feedback. I'll have to send you a pm with further plans and what not. I really appreciate that you took all that time for giving me some feedback. It's wonderful. A gold mine. I've already been working on a new revision.. I'll post it when I'm done. Thanks again. RE: Very Early, very short level. Need Feedback. - GoodGamePlayer - 05-23-2013 There is some feedback from me: Story Don't forget about deep story. Story is very important! The better story, the better custom story! (at least for me) Graphics/level design Windows are placed well. But some pictures on walls would make the design better! And what I like, are carpets on walls. This makes walls looking very good. You also need to place some lights, such as candles or torches. The best is combination of blue lighting from windows, shades and candles. Some candles should be lit, some not. Fire places should be lit too. Maps should have different designs. The map in this early custom story is made with very common design. Design used in this early map is the most used in custom stories. It's great to combine this design, "cellar" design or "outside" design. If you want to make outside map it's good to place the moon in the sky and place a lot of torches in the outside map. The looking of outside maps is greatly improved if you place a lot of objects in the map. I must say I like much more custom stories with less maps when maps have lots of details and objects and well made walls. Custom story "The Mansion 1408" has the best map design ever. Try to get some inspiration there. Also original puzzles are much better than puzzles "copied" from original Amnesia. Puzzles As I said before, original puzzles are important for custom stories. It isn't good when you use puzzles like using acid on a padlock or using hammer and chipper on it. Really, try to think about something original. And that key in a drawer is too simple. Make some other puzzles to get a key! You can use levers, buttons, secret passages, a crowbar, a book to cover the key or whatever you want. Just keep in mind that it must be original! Monsters The brute is used too early! Monsters should be "placed" in the second or third map. In the second and third map there should be one monster only. The terror could increase during playing a custom story. And also, don't "place" too many monsters in maps! That could perfectly ruin the playing! In a small map there should be one or two monsters, in a big map four till six monsters and in a very very big map seven or eight monsters are the ideal number. Theory above is made from my mind only! Other players might have different opinions!! I'm very glad to help you to make a custom story! RE: Very Early, very short level. Need Feedback. - SystemFail - 06-19-2013 I liked your room designs. RE: Very Early, very short level. Need Feedback. - lizardrock17 - 06-20-2013 In my opinion i think you got a good start but i agree with comment about the monster being too early because you gotta let the player settle in with the environment instead of scaring them when there most cautious (Which is normally at the beginning of the map or after a spooky event/monster attack.). Scaring them when they are settled in will make them shit there pants. Also i opened this map in the level editor and whats up with the room that the chair and statue are upside down? |