second map alot smaller and in my opinon better then my first design wise, i may remake my first map at a later date.
the map is based in a small part of waste processing station where its crushed and passed onto the next stage ... maybe to added later ??? when i get use to making large maps tht dont have any graphics probs... had a prob sync-ing the crushers i wanted them to move in sequence ie sides then top then rear, plus they tend to reset if somthing gets inthe way ... plus the boxes tht area ment to break up dont ... ill have to look at one of the other maps to see wot ive dont wrong.
but otherwise its fun when u get lots of ppl in one room and u set the machine off and watch them slowly pushed into the mashers at the end of the room :P
Discussion
Posted by Major Mike on
Fri Jul 21st 2006 at 2:23am
I think it would. It's worth a try. Make a backup of the .rmf or .map files (the editable version of the map) before starting, so it's not catastrophic if something happens while editing it.
Posted by darklord51 on
Thu Jul 20th 2006 at 7:57am
[Author]
funny enough when i first started well on my first mao i did all the walls 1 large default block in size which was wot 16x16 ?? it was just kinda of a personall perference to do them tht thin ... still ... still learning lol
by the by will the larger walls fix the short surface errors for software mode ??
Yeah that reminds me, I was also going to point out the really thin brushes. I usually map in 32 for all the big areas and walls, and go down for detailing.
Posted by Major Mike on
Thu Jul 20th 2006 at 12:22am
Now you're getting the hang of it, looks much better. The only other thing I'd like to point out is how thin your walls are around the doors. They look like they would fall over if you leaned of them. Unless you really want them that way, I suggest making them no less then 8 units (unless you really need it for something such as a special type of trim). My standard wall thickness is 16 units.
Posted by darklord51 on
Sun Jul 16th 2006 at 1:24pm
[Author]
all ready workin on the roof, added a faux roof section with ventation trunkin ... an tho theres some dead ends, there should be enough loops, however, theres only 1 way into the roof but several ways down ... as well as several breakable services, tho i havent got the hang of makin jagged edges yet
Mhhhh i still get short xxx surface areas .... am i tryin to put too much detail in a map or wot ?? no matter wot i try i just cant seem to get rid of them..
I'm pretty impressed that you had the patience to build that train.
I couldn't particularly tell from the editor shot, but, are there many dead ends? If so... you might want to consider looping them around, since dead ends don't work so well in multiplayer
Also -- I think you could get more creative with the architecture. Like Marjor Mike said, surfaces seem too flat.
Posted by Major Mike on
Sat Jul 15th 2006 at 10:48pm
It's starting to look good, alot better then my second map. My only suggestion though is to try and work on the ceilings, they look too flat. This is a problem I run into often. I'd try adding some tensions or support beams for a start.
Posted by darklord51 on
Sat Jul 15th 2006 at 10:00pm
[Author]
the barrels ment to be there lol, well tank... as for the lighting well its ok for playing, but will reducing it remove the short screen .. frame messages i forget which .. but theres plently of dark areas, although the sub area is more or less a 1 way street .. i dont know maybe i can expand it a little but every time i expand areas i get screen clipping .. maybe its just my software setting, i cant play it any other way :sad:
Posted by Doglike-spike on
Sat Jul 15th 2006 at 9:52pm
First off, remember to tell what the map is about, what the story is, even though its not a Single player map.
I like the screens, but in the second there are some barrels stuck into to the wall. Which for me looks weird, but, i havent played the map, so i dont know if its a Piece of machinery or something else.
You might also wanna work on the lighting. In the second screen the light is to bright, maybe tone it down a bit.
Keep working on the map, its great to see another Hl1 mapper.