SPLA Map
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Re: SPLA Map
Posted by Dr Brasso on Tue Nov 25th at 4:59pm 2003


Er.....yep.....

Doc B...

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Re: SPLA Map
Posted by Wild Card on Tue Nov 25th at 5:16pm 2003


er.. (wtf?) [addsig]



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Re: SPLA Map
Posted by G4MER on Tue Nov 25th at 6:19pm 2003


I blame Orphus.. [addsig]



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Re: SPLA Map
Posted by Crackerjack on Tue Nov 25th at 9:14pm 2003


Doc you map is a bit awckward... Needs to be less flat on the cieling in the walls... It looks like a box with pips and a catwalk to be honest. Im not sure if I like the lighting either.

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Re: SPLA Map
Posted by Dr Brasso on Tue Nov 25th at 10:02pm 2003


anything else that you dont like?....seems like these points boil to personal taste......

Doc Brass...

still not done yet either btw.....





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Re: SPLA Map
Posted by Gollum on Tue Nov 25th at 10:07pm 2003


I have to agree with Crackerjack about the boxiness - the screens seem to show a "simple hull filled in with details". I like the atmosphere a lot, but I think it might benefit from more "hull detail". As it stands, it may suffer from surprisingly dull gameplay as a result of simple "main shapes". [addsig]



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Re: SPLA Map
Posted by Orpheus on Tue Nov 25th at 10:14pm 2003


when i see good effort, swatted so hard, it makes me wonder what you guys are afraid to say to me about my crap :/

i almost removed my section in the pitcrew map when i couldn't originally reduce the planes error.. it was removed in one version, but when i remembered the 17 build i put it back..

remember guys, tact.. honesty above all, but tact.

i have to say, the transition between contents and container is marked brassman.. but on a good note.. many rooms in real life contain pretty items in a bland area.

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Re: SPLA Map
Posted by Gollum on Tue Nov 25th at 10:18pm 2003


Just offering an opinion on how it might be improved. That's not to say I don't like it - I'd just love to see this sort of atmosphere combined with a more interesting layout

No swatting intended! I still think it looks good, even "as is". Besides - just because I think something is wrong doesn't mean it is wrong!

Keep up the good work Doc.

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Re: SPLA Map
Posted by Crackerjack on Tue Nov 25th at 10:48pm 2003


Abs love Doc and his work.. not trying to put him down at all.. sorry if i cam across that way Doc.. I just think these guys, including myself, need a kick in the ass to compete with the previous one. [addsig]



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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 26th at 12:10am 2003


.....on that we can certainly agree CJ....

no offense taken gents.....you KNOW when im pissed, and this aint even close... the truth is a painful, yet necessary being....

bare in mind, i have made and used all my textures, etc, and it is a time consuming task, compounded by alot of trial and error, and compile time....

i agree, its a bit squared off even after attempts to do otherwise, staying within certain limits, has proven itself to be.....a bit demanding

life is good.....my r's are great...

Doc Brass...

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Re: SPLA Map
Posted by Gorbachev on Wed Nov 26th at 4:54am 2003


Sorry I've been so time consumed lately, but I'm slowly getting more time. I know what texture theme my map is using and stuff, and the layout is essentially planned. I just need an update on the last known criteria (I don't have time to read through 40 pages of posts ) Thanks in advance. [addsig]



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Re: SPLA Map
Posted by Cassius on Wed Nov 26th at 6:29am 2003


Et tu, Orpheus?



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Re: SPLA Map
Posted by Wild Card on Wed Nov 26th at 2:13pm 2003


Gorb the best I can say is look at screens of the other ppls work and make something as such. [addsig]



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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 26th at 4:05pm 2003


id say leave my screens out of the mix unless you wanna take some s**t there gorby... im in the basement...

updated again....and finalized....f**k it, im done....

note....roof "lumps"...

Doc Brass...

[addsig]




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Re: SPLA Map
Posted by mazemaster on Wed Nov 26th at 4:31pm 2003


For chains you can do the folliwing:

make the texture for the chain with every other chain link, like so:

O O O O O O O O O O

Then take that and put it on a really thin brushfasing east/west. Now take the same texture, and put it on a really thin brush facing north/south, but offset the texture a bit so that it looks like the links from east-west are interlocking with the links from north south. directly from the side it will be like this (note that if you were to rotate the view the -'s would actually be loops:

O-O-O-O-O-O-O-O-O

Also be sure to make the non-chain part see-through.





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Re: SPLA Map
Posted by Dr Brasso on Wed Nov 26th at 4:41pm 2003


thanx mazey, i appreciate that....*tucks away for future use.....

chains are gone, i cant stand em....besides theres a prob with the #0000fff pallete point apparently, canna get rid da blue.....grr....and i'd have to make new textures for em too, (they are a bit clean for my tastes....)

.....and to be quite brutally honest, i need a break from this map.....

*scurries off to contemplate next project, whilst yet another "final"compile takes place as we speak.....

Doc Brass...

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Re: SPLA Map
Posted by matt on Wed Nov 26th at 5:04pm 2003


so like um where can i get me this coaberation map thing

for no reason whatsoever

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Re: SPLA Map
Posted by mazemaster on Wed Nov 26th at 5:21pm 2003


Oh dear, the next generation map better not be released before the first one is done... That would be embarassing.



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Re: SPLA Map
Posted by Wild Card on Wed Nov 26th at 6:05pm 2003


It might happend but I dont think so.

Doc Brasso, you have the map right? If you do, connect your section and send it to me.

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Re: SPLA Map
Posted by Tracer Bullet on Wed Nov 26th at 6:23pm 2003


Yay! finals are next week. I should be able to start my section pretty soon. [addsig]




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