Shore
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Re: Shore
Posted by Joe-Bob on Fri Oct 28th at 2:34am 2005


Whoops, I probably should have finished this off a long time ago. I had a good time making this and feel I learned a lot. There's still a lot that can and should be fixed, though. I tried to incorporate the "push" type of gameplay into the map, but it would almost certainly need balancing work. You can play deathmatch, just make sure teamplay is off.

Anyway, I'd appreciate your comments.




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Re: Shore
Posted by Oski on Fri Oct 28th at 12:22pm 2005


You put in some very interesting design in there.

In the first pic, all things are spread out in a mess. It doesent really look like they serve a purpose other than being crap in the way. Also i find the texturechoice on the pillar quite strange. That green stripe looks odd.

I think the lightning overall could use a bit more colors.

Good luck!



I know you like good music. Go to http://peak.sorkmos.com/PEAK/ and start DL. now.



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Re: Shore
Posted by Underdog on Fri Oct 28th at 12:51pm 2005


The three screens seem to have no discernible theme. Particularly out of place is #3. It seems to be a hole with some props thrown in.

Perhaps you should post a few more screens of the rest of the map to give a better feel for what you attempted to accomplish.

Sorry to be so negative but thats how I see them.




There is no history until something happens, then there is.



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Re: Shore
Posted by BlisTer on Fri Oct 28th at 3:46pm 2005


not bad, but i agree with the things said above. Also, in your 2nd screenshot, on those sine wall decorations, you should use a more generic texture, without the edges/lines in the texture. thats always very unnatural, unless if you rotate/... them so that they follow the architecture or so that you dont see the lines. but it's much easier to just use a texture without specific lines.


These words are my diaries screaming out loud



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Re: Shore
Posted by Joe-Bob on Fri Oct 28th at 8:39pm 2005


Sorry to be such a jerk, but could somebody actually try the map? I really don't think that the problems listed are very noticeable in a game. Also, just to clear things up, it's a large map with layout based upon theme. Thematic differences are supposed to help the player navigate, much like the larger Quake 2 multiplayer maps.




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Re: Shore
Posted by Myrk- on Sat Oct 29th at 3:34pm 2005


Can't try the map- on my laptop.

From the pics- 1st shot looks cool, but the cieling is dull- I'd suggest making some big hole or something hanging.

2nd shot is good-but in one of the alcoves you need it set back and have some controls- like steam valves or computers.

3rd shot is really nice, but the edge to your nice walls is a bit s**te.

Just work on adding detail.




-[Better to be Honest than Kind]-



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Re: Shore
Posted by Juim on Sat Oct 29th at 3:54pm 2005


I did try the map and it is very well put together. I like your sense of design. Only comments I have are some if-y frame rates in certain areas. I was dipping down into the low 30's in a few areas, (although I play at 1600 x 1200, so they might not be so bad at a lower res). And the fade distance in the beach areas could stand with some adjustment, theres too wide open of a space, so the larger rocks just appear and disappear too clearly. If I were you I would use the mountain sides to jut out farther, maybe hide around corners so you can't see such a great distance outside. And lastly speaking of mountains, they could use some work, in some areas they look too blocky, almost building-like in shape. Top notch otherwise, you have nice eye for detail. I like the water leech death as well.



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Re: Shore
Posted by Captain P on Sat Oct 29th at 10:15pm 2005


First thing I noticed was the nodegraph building for the npc_seagulls. I don't know if you can include these .nav (or whatever file it is) files into the .bsp, but it's worth a try.

Anyway, the map itself has some really nice touches, I liked the overall beach part and the leech death is a nice touch indeed. Your displacement maps overall look too squarely shaped, try to get away of that. The outside rocks for example all have about the same height, which makes them feel less natural. The vertices don't necessarily need to stay close to the original surface. Those base brushes don't even need to be square, just as long as a dismap has 4 sides it's ok. Play with it more to make it feel more natural.
I liked the subtle ambience touches like the computer sounds. They're just loud enough to be heard but silent enough not to get annoying I think. Nice stuff.
The outside buildings looked random placed though, no paths between them, not even any connection with the road up ahead (it's a shame that area is inaccessible! It would've given some nice vertical combat) and it seems odd to me you built houses there with a connection to a secret lab inside the rock. Oh, and add a road there for those houses or a path or such. You have great detail at some places, but some places just lack them which makes the map feel inconsistent. Boring hallways versus interesting rooms...
The map also feels intimidatingly large I think. This may not be a problem for 16 players, but personally I felt the hallways were too long with little cover along the way. Some also were just high enough to walk through, which made them feel very cramped vertically. Me not likes a cramped feeling. The map is easily set up though so it should be fast to learn, I think that's a good thing about this. All area's have some sort of theme of their own which probably speeds up the learning, but it looked a bit too random to me at times. Some area's reminded me of FarCry labs, others of HL2 parking lots, others of HL hallways... I agree different themes or rather, sections within a theme, help people navigate, but I felt the logic connection between the area's here was a bit too far off.

Overall, some nice details and athmospheric area's (cave ), but those are broken up with boring hallways and empty spaces.
It looks easy to learn yet it seems like a slow gameplay unless there's really a lot of players running around. It misses some great opportunities for vertical combat like the shore road and the parking lot upper area that weren't used.







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