Medevil by Tracer Bullet

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Map Description

A smallish work in progress. I intend to do a re-texture, and I need to figure out how to make multiple water brushes fit together properly without seeing new water "surfaces" when you are transitioning between brushes. Weapons and DM player starts are now in preliminary placements.

Discussion

Posted by Tracer Bullet on Fri Dec 22nd 2006 at 11:04pm
[Author]

I'd like to say the misspelling was deliberate... However it happened, I think I'll keep the name. I like the "evil" part.

Thanks for the texture links Jinx! I think I already had the Dragoon texture set, but I've never seen the other one except in-game.

I'll address the comments all of you have made in my next revision. Thanks!
Posted by Gwil on Fri Dec 22nd 2006 at 4:33pm

Looks nice and moody with plenty of nooks and crannies to battle it out
between. I'd echo the concerns about scaling though - a common problem
when making castle maps as Jinx rightly pointed out. If I recall
rightly scary_jeff made a castle map that had the scaling fairly well
worked out.

http://www.snarkpit.net/maps.php?map=78

Also - Medieval? :wink:
Posted by Jinx on Fri Dec 22nd 2006 at 3:51pm

I love some of the brushwork here, especially in the first pic. What's really hurting it, though, is the weak texturing job. I suggest getting a custom texture wad, one that has a complete set of 'matching' textures, to retexture the map.

Holy crap, you aren't using the textures I put on my site, are you? There are some okay random ones in there, but overall they are godawful!

Screenshot 1 - Love the architecture, and the cool crystal. The dark cobblestone texture on the arches, though, looks a little odd. And color-wise, the textures just don't mix too well.

Screenshot 2 - Rock texture on the wall is scaled way too high, and it doesn't quite fit. Maybe if it was smaller and aligned better?

Screenshot 3 - Nice, but it could use some texture or architectural variation at the tops and/or bottoms of the wall.

Screenshot 4 - Like how it looks like you can get up on top of the rock formation. Again, though the texturing is a little uniform.

Screenshot 5 - You are using the same texture on the floor as on the walls, never do that. You might make the stone pillars a different material, too, to add some variation. Ceiling is interesting, and I love the little lantern!

It's hard to tell without a download, but the scale seems like it's a little off? This seems a common issue in castle and temple maps, because they aren't quite normal structures. Part of the problem might be the scale of the textures- if they are blown up big they can make the player's perspective seem tiny.

I'm going to see if I have a texture set for you to try that might work better, just to give you some options.

The wad Dragoon on The Wadfather might be useful.

I'd also recommend Blazeeer's wads, but all the online links to his textures and sites are down as far as I can tell. I combined them all into one wad a while back. It's about 50mb zipped, I'll upload it and provide a link and texture file with credits and links to his old sites. Since there are several differently themed wads combined, you'll see a lot of variety. Many of the wads are sorted by prefix, though, so you can just pop that into the texture browser and there's the whole set right in front of you. It is probably the best set of HL1 textures out there, period. I've used it to texture two or three maps, it's wonderful- everything matches, and he usually provides variants of the same texture so you can do nice floor detailing, etc.

Texture Wad Links
Dragoon (5mb)
Blazeeer (52mb)

Hope that's helpful. I'd strongly recommend the Blazeeer textures to anyone still doing HL1 mapping.
Posted by reaper47 on Fri Dec 22nd 2006 at 2:28pm

It seems to work nicely, atmosphere-wise! Maybe a stronger skybox (subtle, but still dark dawn lighting, maybe?).
Posted by Captain P on Fri Dec 22nd 2006 at 11:04am

I think it hits the right mood with the darkish outside and the blueish cavern. The architecture looks pretty rough though. Perhaps I've gotten too used to Source, but some more trim textures and finer details wouldn't go unnoticed here. :smile:
I like how the architecture feels castle-like, especially below in that cave. You've managed to keep the map from feeling square.
Oh, it's pretty brownish bytheway. Perhaps using a black stone texture works better to give it some more contrast between the wood and the stone?
Posted by Andrei on Fri Dec 22nd 2006 at 10:41am

This looks pretty good so far, I especially like the weirdness in pic 1.
Yeah the lighting is a little dark, but it creates a nice eerie atmosphere. Though the orange/red colored lights can get pretty hard on the eyes after a while.