Dm_Sanctum
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Re: Dm_Sanctum
Posted by insta on Sun May 9th at 4:36am 2004


Hiya, new guy posting

I've been looking for a good general mapping forum for a while, and finally decided to sign up here.

Here's a small Deathmatch map I made in around a week with an awesome texture-set by Evillair.
I hope you like what you see, and I hope you'll leave feedback.





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Re: Dm_Sanctum
Posted by Orpheus on Sun May 9th at 4:39am 2004


the fact that you posted nice pics alone is worth a bunch to me

i would however like to know, what the r_speeds look like in there..

i am impressed.. first map you say???

[addsig]




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Re: Dm_Sanctum
Posted by insta on Sun May 9th at 4:42am 2004


It's not my first map, I don't know what gave you that impression

Anyway, the r_speeds are around 5-600, the first pictures is taken from a position "outside" of the map, ie. the player will never find himself there.





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Re: Dm_Sanctum
Posted by Yak_Fighter on Sun May 9th at 4:53am 2004


Where's the download damnit? I wanted to see it in action.



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Re: Dm_Sanctum
Posted by $loth on Sun May 9th at 6:22am 2004


r_speeds 5-600??? even in the second pic? nice work

[addsig]




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Re: Dm_Sanctum
Posted by Sim on Sun May 9th at 8:48am 2004


I really like the way the stairs curve round to overlook the lava. It looks really well designed.



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Re: Dm_Sanctum
Posted by JFry on Sun May 9th at 9:37am 2004


I like the atmosphere it reminds me alot of diablo 2. Nice rockwork too.



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Re: Dm_Sanctum
Posted by Orpheus on Sun May 9th at 9:54am 2004


? posted by insta

It's not my first map, I don't know what gave you that impression

? posted by insta

Hiya, new guy posting

most people on a second or third map, have already been to snarkpit, so i just assumed.. its a rare event when someone comes along who makes decent maps without our assistance. nice job BTW.. if the R's are genuinely that good..

lets hope the design/layout matches its architecture.. cause that portion is very sweet judging by the screens

[addsig]




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Re: Dm_Sanctum
Posted by scary_jeff on Sun May 9th at 10:09am 2004


Looks awsome, is there a gauss cannon? What happens if you try and jump onto the roof or the rocks with it?



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Re: Dm_Sanctum
Posted by Kage_Prototype on Sun May 9th at 10:53am 2004


I'm impressed you manage to keep it around 5-600. Nice one. [addsig]



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Re: Dm_Sanctum
Posted by Gollum on Sun May 9th at 11:28am 2004


Very nice work, and astonishingly low r_speeds

Those fades on the windows might be a bit exaggerated, though they still look nice.





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Re: Dm_Sanctum
Posted by esechre on Sun May 9th at 12:46pm 2004


MMm looks great. Under 600 rspeeds is great work. I like the fades, gives it a really nice touch. Nice brushwork on rocks. Only criticism is the floor of the 3rd shot. Same as walls, doesnt look good imho. Keep up the great work looks supoib.

-BB

[addsig]




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Re: Dm_Sanctum
Posted by Juim on Sun May 9th at 1:16pm 2004


yes, download please



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Re: Dm_Sanctum
Posted by Gwil on Sun May 9th at 1:34pm 2004


Looks nice, very much from the Quake 3 school of design is the general impression I get - which isn't a bad thing, and very impressive if you managed to keep the r_speeds as low as you say

The window in that 3rd shot looks a bit dodgy though, overly bright in a way. In fact, all of the windows seem to glow an awful lot considering the light levels outside the buildings.

[addsig]




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Re: Dm_Sanctum
Posted by ReNo on Sun May 9th at 2:42pm 2004


Wow, I'm extremely impressed by this one, it looks quite amazing. The layout looks pretty cool though screenshots can never paint that great of picture of that area of a map. I love the feeling of integration between the building and the surroundings - it all FEELS like one consistant place, with the building and terrain flowing nicely into each other.

The only criticisms I have are the same as the others - if you have your windows that bright on the outside, it should at least be notably brighter inside than out. The use of bricks on the floor and walls (I guess it might be a different texture, but they look nigh on identical) looks a bit repetitive too.

Otherwise, wonderful, can't wait to take an up close look in game [addsig]




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Re: Dm_Sanctum
Posted by Cassius on Sun May 9th at 4:35pm 2004


Looks quite nice - however, many of us here are quite strict on our r_speed standards, so it's suspicious when we see a map like this without readings on it.

While the architecture is great, the rockwork is pretty simple, and has misaligned textures all over the place.





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Re: Dm_Sanctum
Posted by ReNo on Sun May 9th at 7:05pm 2004


I never post screenshots of maps with r_speed readings - it really detracts from the scene to have a set of yellow numbers sat up in the corner. There is nothign to be gained by an author for lying about the counts, anyone can check them, so why doubt what a person says?

As for the rockwork - it looks fine cass, not every piece of terrain needs to be made up of hundreds and hundreds of polys. Texture misalignments? They are barely noticeable! I think its very harsh to complain r_speeds are probably higher than the mapper claims, and then say their rockwork is too simple [addsig]




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Re: Dm_Sanctum
Posted by insta on Sun May 9th at 8:51pm 2004


Hiya guys.

I did some changes in the map and took some screens with r_speeds. Inside the "cathedral" the r_speeds are actually around 750, but this will get lower once I optimize/replace some of the stuff with models.

The overall wpoly is around 5-600, with some hotspots up at 800 (!), in corners and such. Not really a problem, since it's a 1vs1 map.

Added this last shot just for fun, check the wpoly





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Re: Dm_Sanctum
Posted by Leperous on Sun May 9th at 10:00pm 2004


/blames insta for breaking the website by posting cool map pictures



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Re: Dm_Sanctum
Posted by ReNo on Sun May 9th at 10:05pm 2004


In my opinion the second of those r_speed shots only goes to highlight the need for a variation in textures. The architecture for the most part covers the texture repetition, however in this area there just seems to be too much brown brick. I'm not familiar with that texture set, but is there not perhaps a different patterned texture which would be suitable for the ground here, perhaps some non-uniform flagstones or something, like below...

[addsig]





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