de_etape
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Re: de_etape
Posted by dewdle on Sat Jul 15th at 1:10pm 2006


Feel free to use this thread to comment on version number one, which you can all find here: http://www.snarkpit.net/maps.php?map=2644

On this thread I'll be updating you with information about the possible second version. It's a radical change of theme/location and I hope it's for the better, we shall see.
Btw: the layout might stay the same...so your comments on the last map may still be valid! Besides which you'll help me not make the same mistake twice <img src=" SRC="images/smiles/icon_wink.gif">

Anyway here are some of the screens so far (It's only concept work, so no point yelling at me for lack of detail, just ponder over where its going and give ridiculous philisophical critiques please. <img src=" SRC="images/smiles/icon_smile.gif"> )
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That's all for now...updates as I make more




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Re: de_etape
Posted by dewdle on Mon Jul 17th at 8:20am 2006


Bit of an update. Added two new buildings:
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Re: de_etape
Posted by ReNo on Mon Jul 17th at 9:00am 2006


Looks like a nice enough start, but its early days to give much in the way of useful feedback as I don't really know what you are already planning on. I'd say go a bit crazy with the z-axis by bumping that road up or downhill, and roughen it up with some (subtle) displacement work perhaps. The second of the original shots seems a bit awkward to me in that the style of the inside wall seems to clash with all the architecture in the other shots. Textures look a bit industrial and the brushwork just doesn't match. Otherwise, just keep it up I guess <img src=" SRC="images/smiles/icon_smile.gif"> Looking forward to seeing what you do with it after seeing your recent work!





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Re: de_etape
Posted by Spartan on Mon Jul 17th at 3:57pm 2006


I think your last map could've have been much better. You should really go back and finish detailing your last map, it could look so much nicer. You really had something going there.





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Re: de_etape
Posted by dewdle on Mon Jul 17th at 8:50pm 2006


The reason the last map isn't detailed is mainly because I didn't set it upon a major theme.. that's the whole reason for this second version. There were many things I should've/could've done and I want to try them now in this. Besides...the layout will probably stay the same...




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Re: de_etape
Posted by Forceflow on Mon Jul 17th at 9:05pm 2006


Love the sneaky bastard hiding on shot 1.


:: Forceflow.be :: Nuclear Dawn developer



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Re: de_etape
Posted by G.Ballblue on Mon Jul 17th at 11:15pm 2006


Well, er, the buildings aren't too bad looking. They might benefit from a bit more detail and architecture, but that's about it :P

Make sure that your buildings aren't all the same height later on in your map. Some height variation and the occasional sniper tower might help.



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: de_etape
Posted by dewdle on Sat Aug 12th at 1:48am 2006


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Re: de_etape
Posted by midkay on Sat Aug 12th at 1:54am 2006


Looks like you're making progress. <img src=" SRC="images/smiles/icon_smile.gif">

I like the feel of the map - rather old fashioned - especially the second screenshot. Except for that shiny new car - it really seems out of place in this old village area. Is it just to show scale or something? Really doesn't fit.

I like how the road curves up towards the edges, that's nice. <img src=" SRC="images/smiles/icon_smile.gif"> Buildings have cool details.

Nicely done thus far...



-- midkay



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Re: de_etape
Posted by reaper47 on Sat Aug 12th at 10:09am 2006


The architecture looks very good so far! Those pavements are a little to high. Or otherwise out of scale. They look a bit too big. Also the balconies look a bit too blocky. The little arches in picture 2 and 3 look a bit unstable. It's either the not-so ideal brick texture or the fact that they go right up to the ceiling. Or the shape is a bit to oval.



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Re: de_etape
Posted by 7dk2h4md720ih on Mon Aug 14th at 1:22pm 2006


The balconies on your building look like they could use some supports and perhaps you could make the railings a little thinner. Other than that and the flat tire on the car it's looking excellent. I'd also like to second Renos' suggestion for adding some height variation to the actual ground as opposed to just adding second floors to the buildings.



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Re: de_etape
Posted by dewdle on Sat Aug 19th at 9:51am 2006


Thanks for all your comments so far!! I'm working on those, in the mean time I have two new ones of the central area

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<img src=" SRC="images/smiles/icon_smile.gif">




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Re: de_etape
Posted by midkay on Sat Aug 19th at 10:35am 2006


Love that garden area, very lush and colorful. A cool contrast to some of the other shots. <img src=" SRC="images/smiles/icon_smile.gif"> Nice architecture, keep it up!


-- midkay



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Re: de_etape
Posted by dewdle on Mon Apr 2nd at 1:01am 2007



Just to revive an old thread... being mine of course. <img src=" SRC="images/smiles/icon_smile.gif">
I haven't posted updates in ages, yes I know... don't give me that look.
Things are being reworked, I'm scrapping practically everything and turning in a new 'cs_' direction, bringing in hostages and new locations with a slight twist and much better lighting.
It practically wont be etape2 anymore, it's more of an extension of what I planned there.
I'll let you hold off for screens, hopefully not for months.





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