dm_harvest
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Re: dm_harvest
Posted by IrishGuinea on Wed Jan 5th at 8:16am 2005


This will be my first map to be released. It's probably around 35% done. All the screens are still work in progress, some more than others. It?s been slow going as the entities still have me in the noob category.

As for the name "Harvest", it?s an outpost that gathers and harvests humans. There?s a train/loading dock that plucks the pods off the train, there will also be a command room where you can see the fields of humans like the pod ride in the final chapter. You wont be able to get out there... its all eye candy.

I know I?m using floor textures on walls and ceilings, but it achieves the look and feel I want. I'm trying to get that clean cold polished look. I know some peeps frown on that, but when you?re in the map it really has a good feel to it. >>

Still a lot of work to do so any/all comments are welcome. Thanks >>





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Re: dm_harvest
Posted by Yak_Fighter on Wed Jan 5th at 9:05am 2005


It doesn't look too bad so far. But...

-You need to change either the floor texture or the wall texture. Having the same texture for both is a big no-no. I don't care if it achieves the look you're going for, it looks bad. Perhaps keeping the tiles on the walls but using a metal texture for the floors? Or even better is use the texture on both, but have a certain cut off height on the walls, say 64 units, where the walls then transition into another texture.

-You've got a lot of reflective stuff all over the place, and I'm betting your cubemaps are messed up by looking at the pictures. I would make sure there was one cubemap in the middle of each room for the player and model reflections and then have one cubemap that points at all the individual faces in the room to ensure a constant smooth reflection throughout the area.

It does look creative and unique though. I'd probably have to see it ingame before judging anything else.

[addsig]




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Re: dm_harvest
Posted by Gorbachev on Wed Jan 5th at 9:26am 2005


Aw, I was expecting some autumn themed grain-field.
[addsig]




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Re: dm_harvest
Posted by BlisTer on Wed Jan 5th at 5:09pm 2005


looks good so far.

only suggestion atm is make some areas less cramped/small [addsig]




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Re: dm_harvest
Posted by Lan on Thu Jan 6th at 9:34am 2005


liike it, feels like quake 2
[addsig]




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Re: dm_harvest
Posted by IrishGuinea on Sat Jan 8th at 8:29pm 2005


You're right Yak, although I liked the uniform look, I have been playin with textures the last few days and it did make a big difference.

will post some new screens in the next day or two.





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Re: dm_harvest
Posted by Joe-Bob on Sat Jan 8th at 8:53pm 2005


I agree with switching the texturing around a bit, but the archetecture looks nice. Don't be one of those anti-prop mappers, though. It's the best part of DM.

By the way, is that avatar from Gabriel Knight be any chance?




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Re: dm_harvest
Posted by IrishGuinea on Sat Jan 8th at 9:07pm 2005


not sure about the avatar, found it on the web a while ago. hope it aint copyrighted or nuttin.

It's not that I am anti-prop, theres just not alot of props to go with combine themes. There will be more than whats in the screens though, just not tons of stuff like in some maps.






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