dm_cliff
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Re: dm_cliff
Posted by DrGlass on Mon Mar 14th at 8:43pm 2005


I have two sections as it stands. The one you see in the screen shot is the entrance to a large indoor storage area, and the second picture is from the visitor cafeteria.

I'm thinking about having a small foot bridge or maybe train tracks that span the gap. I want to focus the fighting on the out side areas to increse the risk of falling .

I'll have some more content soon.
[addsig]




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Re: dm_cliff
Posted by Orpheus on Mon Mar 14th at 8:50pm 2005


i highly recommend you dload this map
not to tell you how to map, but to suggest scale and what works and what doesn't
its one of my favorite maps so far, if only it had been optimized a bit, i suffer some frame loss playing it.
still, with your compulsion to BIG MAPS, i feel its prudent i point you to a smaller map of the same general theme.
feel free to say "screw you" just any time. [addsig]




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Re: dm_cliff
Posted by DrGlass on Mon Mar 14th at 9:13pm 2005


Its going to be quite small, as real brush geometry goes. I'm going to makes most of the cliff and rock part of the sky box. I'm going to keep fps very high, it may look vast but its just a handfulll of displacement maps.
[addsig]




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Re: dm_cliff
Posted by satchmo on Tue Mar 15th at 2:06am 2005


It's nice to see a different layout for a DM map once in a while. I like the idea, and I think it'll be an excellent map when it's done. [addsig]



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Re: dm_cliff
Posted by DrGlass on Tue Mar 15th at 4:32am 2005


Its comming along very nice, I just added the kitchen and it has a nice little trap. There is a freezer door that is opened by turning a switch, in side the freezer is an AR2, plasma balls, and alot of health. But the longer the player stays in the freezer the more damage he takes, and the door shuts after a few seconds.
[addsig]




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Re: dm_cliff
Posted by Addicted to Morphine on Fri Apr 29th at 1:27am 2005


? quote:
Its comming along very nice, I just added the kitchen and it has a nice little trap. There is a freezer door that is opened by turning a switch, in side the freezer is an AR2, plasma balls, and alot of health. But the longer the player stays in the freezer the more damage he takes, and the door shuts after a few seconds.


Gotta love the doubling damage type smiley

I hope you figure out the compile problem soon, I want to playtets both our maps! My favorite screen so far is the canyon shot. I can't really tell whats going on in the other two. What types of weapons have you included?
[addsig]




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Re: dm_cliff
Posted by Cassius on Fri Apr 29th at 4:25am 2005


? quoting DrGlass
Its comming along very nice, I just added the kitchen and it has a nice little trap. There is a freezer door that is opened by turning a switch, in side the freezer is an AR2, plasma balls, and alot of health. But the longer the player stays in the freezer the more damage he takes, and the door shuts after a few seconds.

Open door + grav pull all of it = trap subverted.





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Re: dm_cliff
Posted by omegaslayer on Fri Apr 29th at 5:14am 2005


Everything looks good, except for the cliff wall texture, sure its fine to use, but vary the way eveything looks. Maybe place some other displacements with different rock textures on them to draw away from the dull brown rock face.
[addsig]




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Re: dm_cliff
Posted by Orpheus on Fri Apr 29th at 6:18am 2005


just using the screens as a reference: you are falling into the trap of giving more attention in detail to one area, and ignoring another.

the outside shows much more detail than the inside portion. give equal time to each.

did you look at the example map i posted? its all or mostly all outside, but the attention to detail extended from top of cliff to bottom. equal details were displayed throughout the map.

[addsig]




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Re: dm_cliff
Posted by DrGlass on Fri Apr 29th at 11:24am 2005


? quote:
just using the screens as a reference: you are falling into the trap of giving more attention in detail to one area, and ignoring another.

the outside shows much more detail than the inside portion. give equal time to each.

did you look at the example map i posted? its all or mostly all outside, but the attention to detail extended from top of cliff to bottom. equal details were displayed throughout the map.



I'm having a huge problem compiling my map, once I do I'll post some screens of the inside area, those screens are quite old.

I think the inside detail will be good, though right now I havn't gone through and added the finishing touch just yet.

[Edit] oh, yeah the cliff texture... I'll see what I can do, but there is just not many choices and I dont know if I can make a good texture, I'll try once I'm done with the rest of the map.
[addsig]




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Re: dm_cliff
Posted by DrGlass on Mon May 2nd at 7:11am 2005


New media. I think I have found my problem, if that is fixed all I will need to do is re-place the wepons and fix some lighting.

image

image

image
[addsig]




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Re: dm_cliff
Posted by G4MER on Mon May 2nd at 7:22am 2005


CRY.. SOB.. CRY.. I SUCK.. BOOHOO HOOHOO HOO..

Man why doesnt my stuff ever look that good.

[addsig]




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Re: dm_cliff
Posted by Orpheus on Mon May 2nd at 9:39am 2005


Lose the floor texture (the one with the dots on it), or down scale it. it clashes with the area as is. otherwise, i dearly love the screens, you did very well. smiley

[addsig]




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Re: dm_cliff
Posted by Addicted to Morphine on Mon May 2nd at 1:20pm 2005


The first new screen is great. I really like it. More comments later.
[addsig]




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Re: dm_cliff
Posted by DrGlass on Mon May 2nd at 2:02pm 2005


Thank you.

money: thats about 5-6 years of mapping right there, I've been doing this for quite some time and only recently have I gotten any good at it.

orph: ok, I'll see if I can find a better floor. Thanks

morph: thanks
[addsig]




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Re: dm_cliff
Posted by ding on Mon May 2nd at 3:20pm 2005


Seems to be a nice map - keep on working!
[addsig]




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Re: dm_cliff
Posted by BlisTer on Mon May 2nd at 7:36pm 2005


? quoting DrGlass


money: thats about 5-6 years of mapping right there, I've been doing this for quite some time and only recently have I gotten any good at it.

it shows. it's looking better than your city map.

great work

[addsig]




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Re: dm_cliff
Posted by DrGlass on Mon May 2nd at 11:56pm 2005


? quote:
? quoting DrGlass

money: thats about 5-6 years of mapping right there, I've been doing this for quite some time and only recently have I gotten any good at it.

it shows. it's looking better than your city map.

great work



thank you.
[addsig]




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Re: dm_cliff
Posted by Orpheus on Mon May 2nd at 11:58pm 2005


? quoting DrGlass

? quote:
? quoting DrGlass
money: thats about 5-6 years of mapping right there, I've been doing this for quite some time and only recently have I gotten any good at it.

it shows. it's looking better than your city map.

great work



thank you.

except, the city map wasn't 5-6 years ago..

/runs very fast

[addsig]



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Re: dm_cliff
Posted by DrGlass on Tue May 3rd at 3:53am 2005


? quote:
? quoting DrGlass
? quote:
? quoting DrGlass
money: thats about 5-6 years of mapping right there, I've been doing this for quite some time and only recently have I gotten any good at it.

it shows. it's looking better than your city map.

great work



thank you.

except, the city map wasn't 5-6 years ago..

/runs very fast



hey! I thought the city map looked pretty good, sure it didn't run well and the wepon placment was crappy and the skybox sucked... and other stuff but in my defence that was like 5 days worth of mapping for an engin I didn't understand yet smiley

/throws rotten fruit
[addsig]





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