dm_choose_weapon.bsp
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Re: dm_choose_weapon.bsp
Posted by Jacfu on Sun Mar 11th at 6:49pm 2007


I've decided to finish/rework this map before I start on a new one. Got way too many half-finished maps and I don't want to get in the habit of not completing them. I've decided to open up this map a whole lot more and perhaps remove the vent and teleports. Making it smaller might just be the best thing for it...

/and the name def. has to change too.





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Re: dm_choose_weapon.bsp
Posted by reaper47 on Sun Mar 11th at 7:29pm 2007


You're reading my mind. I just wanted to suggest that in the derelict thread. <img src=" SRC="images/smiles/icon_smile.gif">

There are a couple of things I noticed, but I think you know best for yourself what to do at this state so I leave you alone for now. Just wanted to say that I'm glad this one stays alive.






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Re: dm_choose_weapon.bsp
Posted by Natus on Sun Mar 11th at 10:35pm 2007


This looks pretty nice actually, needs more texture variation though, i'd suggest some combine textures, looks like it would go nice with the architecture.

? quote:
Got way too many half-finished maps and I don't want to get in the habit of not completing them.


That's a good idea, I myself can't finish any maps, and it drives me mad smiley




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Re: dm_choose_weapon.bsp
Posted by Jacfu on Mon Mar 12th at 9:14pm 2007


My innitial brainwave when I started this map was to only use one texture ( that metal one ) but all that alligning and strecthing made me go cookoo...

I should actually just learn how to create custom textures for this map, I downloaded a VTF. plugin so I can create textures in Photoshop. Gonna give it a try.





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Re: dm_choose_weapon.bsp
Posted by Riven on Tue Mar 13th at 4:18am 2007


Good idea, but I have to ask: Why in the world would anyone with a good head on their shoulders want to create a map with just ONE TEXTURE!?!? I can't think of any good reasons why. What was going through you mind at the time?





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Re: dm_choose_weapon.bsp
Posted by FatStrings on Tue Mar 13th at 7:04pm 2007


could be very boring, or maybe it could give it a really clean look, I feel that if he pulled it off it could look pretty sick



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Re: dm_choose_weapon.bsp
Posted by Naklajat on Tue Mar 13th at 10:55pm 2007


Lighting would be key in a one-texture map, in any case.

I've yet to check this map out, so I will do so now. The architecture is quite eye-catching for it's simplicity.



=o



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Re: dm_choose_weapon.bsp
Posted by Jacfu on Wed Mar 14th at 11:00am 2007


I don't know what I was thinking about using one texture. It would be cool if there was just one or two more similar textures to the predominant one I used -that would work better than just one me thinks.



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Re: dm_choose_weapon.bsp
Posted by Naklajat on Wed Mar 14th at 11:53am 2007


Use the orange dev textures with purple and green lights.


=o



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Re: dm_choose_weapon.bsp
Posted by Jacfu on Fri Mar 16th at 10:56am 2007


k , I'll try those. Thanks



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Re: dm_choose_weapon.bsp
Posted by Riven on Fri Mar 16th at 8:39pm 2007


I'm probably wrong, but I think Snikers was kidding, right?





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Re: dm_choose_weapon.bsp
Posted by Naklajat on Fri Mar 16th at 8:42pm 2007


lol, yeah I was, sorry I guess I should have made that the sarcasm color. <img src=" SRC="images/smiles/icon_wink.gif">

I took some screenshots a minute ago, I'll edit this post with comments in a bit.



=o



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Re: dm_choose_weapon.bsp
Posted by Jacfu on Fri Mar 16th at 9:11pm 2007


don't fret baron

I knew you were just kidding around





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Re: dm_choose_weapon.bsp
Posted by Naklajat on Fri Mar 16th at 10:14pm 2007


If you didn't you'd probably figure out pretty quick after loading up the compiled map <img src=" SRC="images/smiles/icon_lol.gif">

You've made some really cool areas in this map, but there are some really boring areas too. There are also some issues with flow and connectivity throughout most of the map.


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This area is very nice gameplay-wise, but it's just too damn gray. If you do end up making custom textures for this map, make sure to use a little color in the accents and trim.

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Two large bunches of pickups, very close to one another. Not really a good thing.

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Light can be used very effectively to influence the player's focus. Contrast in lighting, which could be brightness, color, or pattern, tends to grab your attention and make players want to investigate a spot.

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Green-yellow colors are usually not a good choice for lighting, most people have a subconscious aversion to colors in this range (the phrases 'puke green' and 'snot yellow' come to mind). An environment that range could work in might be on an alien planet with big creepy insect-like aliens, as in that kind of place you're not aiming to make the player feel comfortable.

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I like this area a lot, but it's only got two entrances, and they're right next to each other.

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This room is really boring, just a big box with giant shipping containers in it. It might be a good idea to completely redo this and the areas in the pics below this.

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Very dark, very narrow, and very linear.

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More dark and linear.

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After walking through those dark, linear areas, you find yourself at a dead end... that could be more than a little frustrating playing online.



=o



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Re: dm_choose_weapon.bsp
Posted by Jacfu on Fri Mar 16th at 11:35pm 2007


Thanks Baron

This map is going to change a lot, some of the areas you mentioned are just a complete mess. I will keep the good parts and discard the rest and go from there.






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