dm_amadi by Varsity

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Map Description

Didn't work out. I'd far rather abandon a map than release a poor one.

Set into an African cliffside above the Meddeterainian Ocean, Amadi is a striking mud brick settlement with plenty of Z-Axis action. Players will be encouraged to keep moving as ammunition is spread out across the map and often in areas that don't suit it's weapon. Amadi is currently in orangemap stages: basic geometry, developer textures, little to no detail, only one environmental light source, no cubemaps. It is purely for gameplay testing (best to get that sorted before you stick on the fancy stuff!) and will not stay in this state!

Discussion

Posted by Captain P on Sat Mar 5th 2005 at 10:07pm

Mhh... perhaps spicing it up with a 'secret' cave to add a third area.
Right now your map is still quite small. Such a cave could help making
the routes from the cliff area's more interesting. Just an idea.

Textures... I've never been good at finding the ones that fitted my
themes, so I learned how to make my own. Costs a lot of time, but in
the end it's worth it. If you have the time, that is. Currently I don't
know of an African theme. TFC textures seem most close, but these are
lower resolution. Perhaps some CSS dust textures mixed with custom ones?
Posted by Varsity on Sat Mar 5th 2005 at 11:02am
[Author]

I'm having real trouble getting decent textures. The ones I
have found are
excellent but taken from too close to really be used. :sad: Does anyone
know of an african/morrocan or similar texture pack?

Cheers again captain. I originally had a third route over the tower's
main bulk, but that went when I sealed it off to help performance. Is it
worth removing or making a hole in the cliffs there? I don't think a
little wooden walkway around the outside of the base of the tower would
go amiss, either.
Posted by Captain P on Thu Mar 3rd 2005 at 8:22pm

I think it has a fair lay-out so far. Not a very large level, but you
make nice use of the z-axis. The left part, as seen from the open,
looks best. It's more open and feels more free than the right part,
wich takes place mainly inside. Some testing lights there would've
helped... :wink:

EDIT: Some additional routes could be a good idea, as I think there
will be too few to allow a good flow. Basically there are only two
routes between the left and right part. Perhaps a plateau on the
outside of the round tower? Or a path on high above the rocks?

I do think some wooden constructions like an extended guard-tower or
such that stick out further from the cliff could be a nice addition.
Right now the cliff-side is a safe place, where you won't expect combat
from. It might make the map feel somewhat limited. I don't know, just a
thought.

Weapon placement looks ok, though I overlooked the rpg at first. Nicely placed in the open...

It'd be interesting to see some trees and bushes stick out from the
cliff. Perhaps some desert trees in the 3D skybox and such... that
savannah feeling could do well. Good luck with it!
Posted by Varsity on Thu Mar 3rd 2005 at 4:05pm
[Author]

I've spent a happy afternoon making textures and applying them. Sure, it looks like crap, but at least I can do it! :smile: Cheers Captain.
Posted by Captain P on Thu Mar 3rd 2005 at 12:20pm

Dismaps take a lot more filespace, that's for sure. The cheapness comes at a prize... :wink:
EDIT: Actually, perhaps not more filespace than the brush-based equivalent, but with dismaps it's far easier to get a lot of polygons than with brushes.

I'll have a go at this map this afternoon or evening. The concept sounds nice.

As for ladders and stairs, some sort of jungle netting could do it too. Or ropes. Tree-trunks... just as long as it looks climbable and you're consistent with such objects it's fine.
Posted by ReNo on Thu Mar 3rd 2005 at 12:03pm

DrGlass, I doubt that displacements use LESS resources than standard
brushes. Valve say that displacement surfaces are cheap to render, but
I think they meant cheaper than the equivelant terrain would be if
built out of brushes rather than just a flat brush.
Posted by Varsity on Thu Mar 3rd 2005 at 9:52am
[Author]

Nice ideas, I'll clip the corners now.
Posted by DrGlass on Thu Mar 3rd 2005 at 9:15am

make some of the stairs broken, and add a displacment under it so it looks like they are laying in some dirt.

I'm not 100% sure but I think that displacment uses less resources than
brush work. At the very least you can clip off a 45 degree angle
on some corners and round them a bit.
Posted by Varsity on Thu Mar 3rd 2005 at 8:32am
[Author]

I've thought of displacements on all the buildings, but that would kill
performance. It's much better IMO to have well-textured (perhaps even
bump mapped, but that comes at a cost too) flat brushes.

You are right about the stairs though. I just can't (other than
ladders) think of any other sensible way to get players up that would
keep the map's theme. :/
Posted by DrGlass on Wed Mar 2nd 2005 at 5:38pm

I like where you are going with this! The shape is very nice, but
if this is going to be a mud building type of place you'r gonna want to
make it less blocky. Really use some displacment maps for some of
the structures. Also try to escape from the dry, hard, repeating
patters (like the stairs). Work on more natural look.