Colosseum by Zevensoft

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Map Info

Map Description

A map based off of a deathmatch map for Quake2 on Playstation.

Discussion

Posted by Zevensoft on Tue Nov 9th 2004 at 7:12pm
[Author]

As i said, the map looks pretty ok but if you could change the points I mentioned above, it would look superb.

If you change the issues i mentioned above or not is entierly up you,
but if you dont then please bare this thread in mind when you make your
next map :wink: .
Thanks, I'll have a look at revising it :smile: Your comments were greatly
appreciated. As for the style of the curves, the way they're built
means you can progessively increase/decrease their detail, with some
func_wall_toggles.
Posted by MisterBister on Tue Nov 9th 2004 at 5:32pm

Take a look at this tutorial for more insight into curves...

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=4
Well welll, you learn every day throughout your life i guess...

Seemes like i have done wrong during all these years.. Thats too bad ^_^.

Thanks for the info reno.
Posted by ReNo on Tue Nov 9th 2004 at 5:27pm

Take a look at this tutorial for more insight into curves...

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=4
Posted by MisterBister on Tue Nov 9th 2004 at 5:09pm

Since im in a good mode and have nothing else to do i chose to take a closer look on your map and give you some feedback.

My overall impression of the map is that it looks pretty good, very
good in the "main room", but in the other two small rooms the detail
level is depressingly low.

Just take a look at this picture:

User posted image

The detail level is near zero which is bad in my opinion. You could
easily make it look so much better without spending weeks at the
computer, just add some pillars, supports or something like that.

One other thing i noticed was the sharp shadow to the right of the pic.

Personally I think sharp shadows is perfectly OK, as long as they dont appear in the half-life engine, it just looks awful.

To fix this you could easily add the bounce option in RAD if youre
using batchcompiler and then set the number to something between one
and three.

Heres another example of the low detaillevel in some areas:

User posted image

First of all i wonder why there almost no red light in this room despite two gigantic red lamps.

Secondly, why are there water falling down there? At first i thought it
was some kind of a portal but then i realized its just made for the
looks. Well it doesnt look good at all to tell the truth. Remove that
thing completely or change the texture of the water to something more
interesting.

User posted image

Very nice touch, looks awesome. But i would prefer if you had only one
of these in this map to make it more special. But thats only my opinion.

Heres a pic on the good parts =).

User posted image

This is the main room and I can clearly see that you have spent most
work on this part which is good, always put the most work on the main
areas.

I love the way you have done those lightingeffects in the ceiling, it looks really great.

That swinging bridge with the "quad damage" thing in the middle is also
a VERY GOOD touch, really a great idea (dont be suprised if you see
something familiar in a map by me in the future ^_^)

Final thoughts:

Your choise of textures isnt very good in my opinion, the lack of
detail in the textures gives the overall detail impression a smack in
the face.

If i where you i would look around for other wadfiles with better textures.

There are alot of great stuff out there, you just have to find it =).

furthermore I would be delighted if you did something about the areas
around the main room which, all of them, looks very dead and they have
no details whatsoever.

Now you might think that im a bit mean to you by saying all these bad
words about youre map. The reason why im so hard on you is because i
can see that you can do alot better than this.

If you are afraid of increasing the r_speeds to much then I can give you some advice.

First of all you simply dont need to make to many faces on all the
rounded corners and cirkles. Im pretty sure that you could decrease the
number of faces pretty significantly and yet no one would notice.

If you still want the player to be guided around the corners you would simply fix this with some clip brushes.

I always make my curved cornes like this:

User posted image

I cant say if my way of making it reduces the r_speeds, compared to yours, but personally i think its a clean and simple method.

As i said, the map looks pretty ok but if you could change the points I mentioned above, it would look superb.

If you change the issues i mentioned above or not is entierly up you,
but if you dont then please bare this thread in mind when you make your
next map :wink: .
Posted by Orpheus on Tue Nov 9th 2004 at 10:48am

you are creating a texture alignment nightmare but, to each their own..

still a good looking area.

you would be far better off using the arch tool for that complex a corner..
Posted by Zevensoft on Tue Nov 9th 2004 at 10:31am
[Author]

User posted image

This is a 7-part curve. It is made by creating a triangle half the size
of the original area, then aligning and manipulating 2 triangles on its
corners such that the vertexes reach 1/4 of the way along the edge of
the triangle. If you combine 4 of them you get 32 sides (the flat bits
aren't shown here).

The shape is not a perfect circle, but it's fairly close, compiles fast
and without error, and also works well ingame (strafe into the corners
and it guides you around).
Posted by Orpheus on Tue Nov 9th 2004 at 3:33am

The Mighty Atom said:
7 parts??

Why don't you use 8, 12 or even 16? Those are easier to handle for Half-Life then 7 sides.
hmm funny, i read it differently, prolly because i have tried circles in hammer.. it doesn't like them if they are to big and to many sided.. it crashes..

but if he took 7-8 sided pie shapes and made a 56 sided circle, it would work OK..

i doubt he has 56 sided circles, but that how i read it.. :biggrin:

BTW, that is one fine looking area you have posted.. i always like DMC textures :smile:
Posted by The Mighty Atom on Mon Nov 8th 2004 at 1:04pm

7 parts??

Why don't you use 8, 12 or even 16? Those are easier to handle for Half-Life then 7 sides.