dm_gimmick by wil5on

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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 7dk2h4md720ih on Mon May 24th 2004 at 2:54pm

Well if you ever feel like putting in the effort I wouldn't mind having a run through it for ya. :smile:
Posted by wil5on on Mon May 24th 2004 at 12:34pm
[Author]

Lol, yeah. I'm getting a bit lazy :biggrin:

No replacement shots, but I've been hammering away. That ceiling texture has been fixed, and I've even spinkeefied the ceiling there a bit for some interestingness. I've also fixed the majority of the "texture doesnt go around the corner well" problems. The sky bit has yet to be fixed, but I can assure you itll get fixed before the next compile. The water is more transparent now too. Lighting is slightly improved in some areas, muchly improved in others.

No, there are no glass entities over any of the lights. Thats pure +0~TNNL_LGT :smile:

EDIT: oh yeah, shot 3, the truck now has headlights on. That area was a bit dark for my liking... Hanging lights from the ceiling will also be done.
Posted by 7dk2h4md720ih on Mon May 24th 2004 at 8:29am

Crono pointed out all of the things I could see. Was going to run through it fully but then I saw this...
Any problems you see, tell me and I might fix them.
Posted by Anomaly on Sun May 23rd 2004 at 11:28pm

Crono makes some very valid points.

I like the design of the lights in the first picture - is that a glass entity covering them?

Overall, it's shaping up pretty nice and I look forward to fragging in it.
Posted by The_6th_monkey on Sun May 23rd 2004 at 10:07am

w_poly in the second and last screenshot are to high
Posted by Crono on Sun May 23rd 2004 at 5:01am

Shot 1:
The ceiling's texture needs to be re-aligned and scaled down. Try aligning the outer black edge of the texture to the corners of the room.

Shot 3:
The ceiling has the same problem as shot 1. Also, the texture on the wall does not transition well around the corner. Try putting some sort of post or something at the corner for the transition.

Shot 4:
It looks like the middle of the ceiling has the Sky texture. Build the brushes for the edges of that opening and raise the sky up.

The water would look a bit better if it was slightly more transparent.

Shot 5:
Very nicely detailed. This area seems much more 'alive' then the other areas. (Rs are getting up there though).

Overall:
The map seems rather bland.

Suggestions:

Lighting:

Put in some better lighting.

Try adding some texture lights to the walls near the ground in some areas. (such as in shot 3).

Some spotlights (shown as hanging lamps) in area of shot 2, would look pretty good.

Architecture:
The architecture looks too boxy.
Try replicating the same style you have in shot 5 in the other areas.

So, I hope that all helps. The map looks really interesting; it just doesn't captivate that well.

I think if you made it a bit "prettier" it would be badass. (more detailed textures wouldn't hurt either :wink: ).