Posted by MonoXide on Wed Jun 24th 2009 at 4:33am
Thanks for the comments guys. I appreciate the critique.
This is my second map (outside of numerous "tests" to see what works and what doesn't,) and I'm learning primarily through tutorials, articles, and criticism.
The subject for this project was an "arena" from the Quake 3 mod "Rocket Arena 3."
In this mod, the levels are separated into arenas which the players are free to swap between. Another feature that this mod offers is the that it is "Clan Arena", meaning that when a player dies, he is forced to spectate until either team is eliminated.
In the Fortress-Forever community, a practice called "mulching" is prevalent. Mulching is a Gentleman's 1v1 match, where each player spawns, meets at the appointed place, signals that they are ready, and then fights until death.
This project was an effort to bring the action of the "Clan Arena" gametype, along with a landscape with a familiar face to fortress-forever.
My next project will have more detail and a better since of place. Thank you for the critique.
Thanks for the comments guys. I appreciate the critique.
This is my second map (outside of numerous "tests" to see what works and what doesn't,) and I'm learning primarily through tutorials, articles, and criticism.
The subject for this project was an "arena" from the Quake 3 mod "Rocket Arena 3."
In this mod, the levels are separated into arenas which the players are free to swap between. Another feature that this mod offers is the that it is "Clan Arena", meaning that when a player dies, he is forced to spectate until either team is eliminated.
In the Fortress-Forever community, a practice called "mulching" is prevalent. Mulching is a Gentleman's 1v1 match, where each player spawns, meets at the appointed place, signals that they are ready, and then fights until death.
This project was an effort to bring the action of the "Clan Arena" gametype, along with a landscape with a familiar face to fortress-forever.
My next project will have more detail and a better since of place. Thank you for the critique.
Posted by Riven on Wed Jun 24th 2009 at 3:46am
To be honest, I didn't download it (my disk space on this laptop is dwindling), but I did investigate the screenshots
I also did not play the original "Thunderstruck" by Firestarter, so I have no precedence going into what I'm about to say; feel free to ignore this...
The map looks like the start of something it would seem. There is plenty that could be added, based on the screens. If you had fun making it and playing it, then good stuff. If you wanna make it a cool place to play around in, frag people in, and make them believe this place could really exist in some alternate universe, then it has a little ways to go. I may not have precedence on this map's history, but the precedence on the history of level design does have something on this map. But this map has nothing to show for that history. So, with that, I urge you to seriously consider what all may be possible with this concept and perhaps look into what might be holding this map back. A few places you could look into (based solely on my opinion) would be the lighting, architecture, and setting. by setting I mean, there is nothing there (in those pictures) to tell you where you are in the world (alternate universe). What's going on? Why are these FF guys fighting there? -Add some props at least. Some decals to show if this place is worn-down or not. Or maybe a 3d skybox to give some depth to the space surrounding this map, especially if it just a box.
The architecture is a start, but cannot stand on its own. Add some detail props to give it some context. Or model the brush architecture based on something well-known or pre-existing. I'm guessing this is in the desert somewhere? This map needs atmosphere above all else. Simply put: add more detail in textures, brush geometry, and models (don't forget sounds!).
It's a start!
Posted by Le Chief on Wed Jun 24th 2009 at 1:10am
Yeah, looking at the screenshots the map is really bare and empty, but at least you got some architecture in there. Map defiantly needs some more work.
Also you should change the intense orange lighting, at least lighten it up a bit and sprinkle different amounts of light between white and light-orange around the map for contrast, the consistent orange you got there dosen't match with the skybox either.

