Zeromancer
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Re: Zeromancer
Posted by ReNo on Fri Jul 9th at 12:46am 2004


No problem mate, my pleasure. I thought that hole looked deeper than 8 units...but maybe my tutorial was just inaccurate
[addsig]




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Re: Zeromancer
Posted by 7dk2h4md720ih on Fri Jul 9th at 1:05am 2004


That type of sand texture in 11 is totally unsuited to the environment. I'm going to have a run around now. I like the look of it.




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Re: Zeromancer
Posted by 7dk2h4md720ih on Fri Jul 9th at 1:20am 2004





You can see this isn't touching the wall.



That pipe goes nowhere and the texture on the black thing on the of the green box is dodgy.



Nice area, but you shouldn't be able to see the skybox outside the gate like that.



Guess.

Cool wee map. Some inspired creativity, but the connectivity was lacking.




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Re: Zeromancer
Posted by Hugh on Fri Jul 9th at 7:23am 2004


Haha. Yeah, I noticed the last one right after I uploaded it... yes, must do something about that connectivity... perhaps hire some migrant workers to finish it for me!



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Re: Zeromancer
Posted by Yak_Fighter on Fri Jul 9th at 8:33am 2004


This texture is set to world, which makes it obvious that you vertex manipulated it to an angle because the texture is pointing in that direction. I would change the setting to face then rotate/resize it to line it up with the rest. This way the texture will point upwards instead of 45 degrees to the right.

There's a trim on the other side and the wall is symmetrical, so why not have the trim here too?

Now, you've got some serious connectivity issues that would hamper this map severely in dm. I always find it better to get the connectivity down first before working on the big details like lighting and such, because the number of passageways in and out can affect how much r_speeds you have to work with. Because I always want to go overboard with connectivity, I've whipped up some suggestions to improve the flow of this map.

Knock out this wall and make it a doorway to another hall section

Rip the ceiling off this hallway, make a nice sized ledge off of the left wall, and make a walkway over the existing hall. Connect the left end of this hallway to the doorway from before. The other two exits will be the next two pics

punch a hole in this wall for a doorway, but leave the rest. build a staircase behind the wall, and then have the walkway from before connect to this stairway via a small hallway or something

create a second level above this area that circles around the sky area. connect this area to the other ledge in the second picture, but be sure to have a visblocker between the rooms to keep r_speeds down

fill the pipe area with water. since it's a big dead end with one exit i would suggest throwing in a big gun to make it worth going to. make a doorway off the walkway and build a staircase up to the red door. raise the red door and connect the hallway to the walkway. extend a section of that hall to make a stairway that connects to the new second level area

ta da! its all connected, perhaps too much so, but that's just me jumping off the deep end. hopefully this will help you to come up with better ideas than my quick and crappy one! this map has promise, as it looks rather nice and could have good gameplay, so keep it up





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Re: Zeromancer
Posted by Hugh on Fri Jul 9th at 9:44am 2004


... lol...

... wow...

That's some good stuff right there Yak, thanks very much!





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Re: Zeromancer
Posted by ReNo on Fri Jul 9th at 11:33am 2004


Just for clarification, I chose not to comment on the connectivity as I figured it was obviously work in progress. If I was wrong, then MAKE it work in progress
[addsig]




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Re: Zeromancer
Posted by Hugh on Mon Aug 9th at 11:26am 2004


What's this!? Me? Updating!? Egads! Anyway, yeah, updated map + screenshots, took into account most of the critiques, the only one I have yet to implement is the broken hand-rail as I have no experience whatsoever in such matters. And just in case ReNo thinks I'm avoiding his comment about adding something above the ceiling line in that outdoorsy room, that's just because I can't think of anything.

Connectivity actually exists now thanks to suggestions from Yak_Fighter, I owe him at least a few cookies.





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Re: Zeromancer
Posted by Hugh on Mon Aug 16th at 10:50am 2004


Map's completed, screenshots aren't updated to reflect the changes but they're fairly minor anyways, mostly doing a bit more for connectivity and doing up the entity placement.



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Re: Zeromancer
Posted by half-dude on Wed Jun 23rd at 11:02pm 2004


Good map working but i think the floor texture is strange on the first pic that texture seems better fitted to be on a ceiling or elevator shaft.



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Re: Zeromancer
Posted by Forceflow on Tue Jun 22nd at 5:49am 2004


Looking OK. Interesting architecture for a first map !



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Re: Zeromancer
Posted by ReNo on Thu Jun 24th at 11:57pm 2004


Check his profile, it isn't his first map, just his first DM map smiley I think its looking pretty cool though somewhat generic, I'll reserve full judgement until I've played a beta version.



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Re: Zeromancer
Posted by Campaignjunkie on Tue Aug 10th at 8:53am 2004


You should have entered this into the competition, you little-!...



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Re: Zeromancer
Posted by Hugh on Tue Aug 10th at 9:09am 2004


That implies that the map: <br> <br>1. Has any theme at all <br>2. Is good enough to have a decent chance of winning <br>3. Is good in general :P <br>4. Is complete



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Re: Zeromancer
Posted by hydeph on Sun Sep 5th at 11:13am 2004


The pipes look cool.



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Re: Zeromancer
Posted by ministeve on Sat Sep 18th at 10:00pm 2004


All i can say is, i love this map. it might just be because i kicked everyones asses when we played it (about 5 times now) but i thought the weapons were nicely laid out, architecture was well made and didnt have any clipping problems, and had an overall &quot;balanced&quot; feel. im giving this 8, because the map did seem to have a little bit of lag around it when we had 5-6 people playing, but that mightve just been Jahzels crappy connection.



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Re: Zeromancer
Posted by Hugh on Wed Sep 22nd at 3:12am 2004


I'm glad you liked it Steve, and I don't think the lag came from the map considering that the map's pretty small and there's hardly any entities in it. But I can't tell you definitively so meh. :P 5 or 6 people would be pretty hectic on this map, too... yowzas.




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