Posted by BlisTer on Tue Jan 31st 2006 at 5:03pm
if you're going for simplistic than it's okay, except for the flat dark-grey walls: they really need spicing up. seems like simple-yet-fun gameplay
Posted by Addicted to Morphine on Tue Jan 31st 2006 at 2:53pm
My biggest criticism is the fact that right now the map is walled in. I'm assuming you'll produce some sort of 3D Skybox before you finish working on this?
Also -- this is source, definitely take some more risks when it comes to visual complexity and details. Baron von Snickers had some good suggestions.
This looks like a map out of Halo 1 (not bad thing mind you, but not a great thing either).
I look forward to progress.
Posted by Orpheus on Tue Jan 31st 2006 at 1:45pm
It has been suggested that this is a Killbox, I disagree. Simplistic yes, Killbox, no.
Arena maps tend to by their very definition keep virtually all the action within the center region. This is a Killbox tactic, but invariably, Killboxes are only that. A box you die in.
This map has 90* areas to be sure, but has enough variation to keep it outside the definition of Killbox.
Also, another point in favor of an Arena is that a CTF map has a goal, dying not being the most probable one.
As for the content of the images: All are of the amazingly small variety, a strong point in my favor. I am also partial to any map with pillboxes, not to be confused with Killboxes.
My only advice, increase the variety of looks and increase the routes one must travel to get from end to end. A few offshoot passages will work wonders.
/speech
Thanks for the advice, I hear what you're saying, all this is planned, but stupidly, I have 3 seperate maps in dev, and I'm working on all 3 on a daily basis, so things are a little slower than they should be, but I added the whole sniper towers section today, maybe more tomorrow.
Just really want to see it play at this point.
Posted by Naklajat on Tue Jan 31st 2006 at 7:35am
Looks nice and simple in layout, but overly simple in looks. The aesthetics need more detail, like more complex walls, displacement ground, some breaks in some of the textures (like in the flag areas and curvy walls all around the map), decals on the walls and models and stuff for grass/vines/other foliage. The curvy walls also seem like they may be too high-poly, try using 4 less corners on the cylinders and see if it still looks alright (it looks like you're using 16 so try 12).
And in case you're wondering you can make all of the ground displacements by closing off the floor with brushes and putting the displacements right above them, then use noise and geometry painting to make it look more natural.


