dm_gimmick by wil5on

Map Rating

  • 0
  • unrated

Map Download

Map Info

Map Description

I just gave HLDM mapping a try, check out the screens.

"gimmick" because the map has a lot of gimmicks:
-subtransit-style train
-snark generator
-usable tank cannon
-laser trap
etc. etc.

Discussion

Posted by Desert Gunner on Fri Dec 24th 2004 at 2:06am

The download link isn't working!! I wan't to check out the map!!!
Posted by Gwil on Sun May 30th 2004 at 11:50am

Overall you just need to add depth to your walls - supports, pillars, curves, recesses, fixtures/fittings... it all feels a little too boxy currently.

Adding "lips" to edges as well, such as where the train rail is recessed in that "trench" - little details like adding hazard lines on the edge, or even slight kinks in the shape of the trench walls will spice it up nicely. As Crono says, variation is your friend!
Posted by wil5on on Sun May 30th 2004 at 5:57am
[Author]

1. Fixed the thick lights...

2. Honestly, I cant be assed to fix that.

3. Fixed.

4. Fixed.

5. Boxes have been raised and some have been rotated.

6. Well... I fixed the railing, and did something to help the texture transition... It looks better now.

7. Fixed.

8. Fixed.

9. Fixed.

10. Fixed.

11. Fixed.

12. I couldnt think of anything either...

13. Fixed.

14. Oh FFS I forgot to put in the frame! Oh well, the lightings been made cooler (red pointing up like you suggested)

15. Fixed.

16. Well, I did do something there... You'll see...

17. No more death machines... theres some batteries and satchels there now.

18. Youd be surprised...

19. Originally that was another room under there, but I thought a reflection would look better.

20. There was no support because it interfered with the reflective floor. It has been fixed... in a way.

Compiling now! :smile:
Posted by wil5on on Fri May 28th 2004 at 2:07pm
[Author]

Well thanks for your comments A_S, I'll implement some of your ideas (fixing that door and the crates would be a major one).

You might want to try pressing that button, preferably while a n00b is camping the egon... :dodgy:
Posted by 7dk2h4md720ih on Fri May 28th 2004 at 2:01pm

User posted image

1. Those lights you have in a good few places are pretty think, they don't look natural. Half as thick would look better. Add a bit of concrete where the red supports touch the wall to make them look more solid. The texture used under the train tracks is very low quality. The room is a bit bright and sterile overall.

User posted image

2. I know it's a pain in the ass but align those textures.

User posted image

3. This alcove could do with a frame around it, as could the door contained within.

User posted image

4. A close-up of the offending door. Put a frame on it and recess it into the wall and it'll look much nicer.

User posted image

5. Try and steer away from using big boxes and crates in such abundance. If you want to keep them, rotate some of them so they're not all at 90 degree angles and put them one unit above the ground to stop the face splitting.

User posted image

6. This railing is a bit thin and has a poor texture on its top. A pillar to smoothen the texture transition on hte wall would be nice. You could steal one of the pillars on the left which aren't being used to hold anything up! :razz:

User posted image

7. This big block of metal doesn't look right, change the side texture to something more vertically suitable . :smile:

User posted image

8 Big lights, frame around the door, concrete for the red support. :wink:

User posted image

9. Just a small error.

User posted image

10. You're going to need a frame around this too. The whole wall is extremely thin too, it doesn't look like it would support it's own weight.

User posted image

11. Move the organge bit embeddind in the wall out by about 32 units to give it a bit of depth.

User posted image

12. Those supports under the walkway need something extra but I can't think of anything to suggest.

User posted image

13. Set your waveheight to 0 to get rid of this problem, waves dont look that nice anyway. :smile:

User posted image

14. This is cool, but the door could do with a frame (If I have to say that one more time). A couple of admonitary red lights in hte bottom pointing up would add a little variation.

User posted image

15. Add something onto the bottom of the metal grating so it doesn't end abruptly.

User posted image

16. Eek. Some texture variation please. If you want to be lazt just move every second step texture 8 units over.

User posted image

17. You can get up here using the train, put some goodies here.. or another of your infernal f**king death machines that are scattered around the place. :biggrin:

User posted image

18. Mmm very nice, you'd have to blind for it to catch you out though.

User posted image

19. Very cool effect. Notice I thought it was a different room and tried to shoot though. Is this really the kind of person you want mapping advice from? I never noticed that button on the wall.. wonder what it does. Knowing you, it probably makes the gun range take revenge and shoot you back.

User posted image

20. Maybe they have magical floating lifts where you come from, but I think it needs a support. :smile:

Hope this was of use to you. I enjoyed the map, and was just focusing on the bad stuff here. :smile:
Posted by 7dk2h4md720ih on Fri May 28th 2004 at 1:12pm

Getting it now. :smile:
Posted by wil5on on Fri May 28th 2004 at 11:03am
[Author]

I've improved the map, make thy judgements. Downloadable shortly methinks...
Posted by 7dk2h4md720ih on Tue May 25th 2004 at 9:17pm

The red beam in the fourth shot looks out of place, and those massive lights hanging off it would drag it into the water. Add frames around your doorways to give them a more solid feel. I like the walls in the fifth shot. :)
Posted by wil5on on Tue May 25th 2004 at 5:57am
[Author]

Myeh, I've fixed it up a bit. I'll have to compile to see how it really looks, and I've still got to figure out a way to fix them r's, but I'm glad wpoly is under 1000 for 99% of the map (probably a 1<sup>st</sup> for me :lol: ).
Posted by omegaslayer on Mon May 24th 2004 at 7:29pm

second to last pic is a little strange with the sky, and some of the polies are a bit high in a few places (but you could probably solve that), other than that the map looks like a HLDM, I just dont know about the "gimmick" part.