Potential by Bobv

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Map Description

Potential is a map that takes place underground. This is a map meant to be played in Team Deathmatch mode, it will work in Deathmatch but will be no fun. The two teams spawn in their bases, the objective is simple: capture the key and return it to your base! As you return it you will unlock more parts of your base, giving you weapons or other things - like a shield for your entrance to keep the baddies out, or portable heal kit. You can turn to the enemy base, or the middle room. The middle room contains a huge spiral staircase, get up and grab the ball, then get back to your base. You can also use the tranins, stations are located under each base just take the ladder down get on hit the button and it will take you to a room under the middle, there you can climb up to the middle room and get the ball, and use the train to get back to your base if that's what you want to do.

I'm still having trouble making a map look good - if anyone has specific suggestions those would be greatly apprecitated, as of now the map plays much better then it looks :(

Discussion

Posted by Bobv on Tue Feb 22nd 2005 at 4:13pm
[Author]

Well, i updated the lighting and Tracer Bullet was very right, the map
looks prettier. I think the middle lights need beams of light, but i'm
not sure how to do that atm. I probably will put some pipes under the
grates of the tunnels or something.
Posted by Tracer Bullet on Sun Feb 20th 2005 at 5:07am

You also ought to spice up the lighting. You don't appear to have any glow, dustmote, or lightbeam effects. I also don't think you are making good enough use of spotlights (I always seem say that)

On the model issue, don't just chuck a bunch of models in because we said so. What you need is detail, not just a bunch of models. They need to fit your theme and blend well with your brushwork. One of the great things about HL2-SP was that it was hard to tell where brushes became models or vis-versa because they matched so well.

I think you have some room for more brush-based detail as well if there are no models that really fit. Most of your spaces seem kind of smallish and as such lacking in detail even for a HL-1 map.

All that said, do not make the mistake of generating clutter! Nothing is more irritating than a map that has so many models tossed about that it is hard to navigate.
Posted by Bobv on Sun Feb 20th 2005 at 4:30am
[Author]

Ok so you guys think i should put in props?

There are plenty of pipe models that would look nice under the grate of the tunnels....
Posted by Orpheus on Sat Feb 19th 2005 at 11:06pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Cassius</DIV>
<DIV class=quotetext>Coulda sworn it was HL1 :sad: </DIV></DIV>

still a solid beginning IMO, even if it looks built for the old engine.
/me likes
Posted by Bobv on Sat Feb 19th 2005 at 10:53pm
[Author]

I agree. You need to throw a "crapload" of static props in there. It
looks really bare, undetailed, and featureless at the moment. Plus,
there's no physics props to throw around. I also thought it was HL1. :-
hmm i put in some pretty piping but it took the FPS down.... is there some magic way to put in models?
Posted by Campaignjunkie on Sat Feb 19th 2005 at 10:29pm

I agree. You need to throw a "crapload" of static props in there. It
looks really bare, undetailed, and featureless at the moment. Plus,
there's no physics props to throw around. I also thought it was HL1. :-\
Posted by Cassius on Sat Feb 19th 2005 at 9:37pm

Coulda sworn it was HL1 :sad:
Posted by Addicted to Morphine on Sat Feb 19th 2005 at 8:45pm

hey bobv,

i really like the variations on architecture. the distinct visual
style of each area should make it easy to learn the layout of the
map. I particularly like the shadows and geometry in the ball
room. that being said, i think the map is too dark right
now. not to say that every area should be brightly lit, but while
keeping the lighting low enough to preserve the mood, i think you
should brighten each shot up a bit with a couple additional lights, or
just increase the brightness of the existing lights. it seems
like it would be hard to make out friend or foe in those dark corridors
(especially the sewer type area and the second shot).

this is outstanding for a second map, and i'd like to see more
development of this map. how exactly would the one ball ctf style
work? kind of like push?

any large open areas planned for this map?
Posted by DrGlass on Mon Feb 14th 2005 at 9:59am

Looking good so far on the layout.

The rooms seem emply and bare. decals and overlyas will help break up textures and props will add some depth. Use the google image serch and look for underground sewers or buildings. Try looking up silo pictures, your map seems alot like a cold war era silo.