Re: dm_Crash
Posted by Crono on
Mon Dec 11th 2006 at 9:42am
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Start adding character to the map and try to get some more vertical combat going. Right now it's just a bunch of empty boxes connected together. Which is fine if you plan on doing more. But, because these areas are empty you don't know how they're going to play once you put objects in them.
Start doing that now and try to mold the surroundings to suit the areas.
I have others, but they're aesthetics, I'll wait until you claim you're onto that stage before I give a whole lot there.
Something specific that I'm seeing is in the first screenshot. That type of layout is just aching to be "bashed". It's not a visual thing either, it's just not laid out well. Can you rip that ceiling up? Making another floor (where players will be running by) visible will immediately add a vertical game play element to that area.
If you want to keep players on their toes, make them very vulnerable from almost any point in the map. Right now, that first area looks like it allows you to back into a corner and keep all the entrances in view.
Blame it on Microsoft, God does.
Re: dm_Crash
Posted by Crono on
Tue Dec 12th 2006 at 7:32am
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You mean start spell checking, right? :razz:
I'm glad to see you're taking input to heart. A lot of "new" mappers come here expecting people to suck their c**k when they show some half-assed-unfinished-ugly-unplayable-piece-of-s**t and get offended when people point out issues with their design, or lack thereof.
Us helping you is a two way road. You'll get to make a great map and we'll get a new map to play. Hopefully it pans out well and everybody wins.
Blame it on Microsoft, God does.
Re: dm_Crash
Posted by Crono on
Wed Dec 13th 2006 at 6:19am
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Oh, come on. You wrote "offishaly".
Blame it on Microsoft, God does.
Re: dm_Crash
Posted by RedWood on
Sat Dec 16th 2006 at 9:14pm
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I didn't like them ether. I'll change the concrete blocks soon.
The only out of grid brush in the map is the hole on the second floor. it resulted from a brush that had been rotated groped to one that hadn't. Right now it's only a visual aid.
What do you mean when u say work on a grid?
Re: dm_Crash
Posted by RedWood on
Sun Dec 17th 2006 at 12:48am
Posted
2006-12-17 12:48am
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Ahhh, thats what u meant. Ya, I've been doing that form the start. i have my grid set to 1 though. And ya, the lighting is bad right now. i don't know if starting lighting right now would be a good idea. i probably end up redoing it more than once.
Re: dm_Crash
Posted by RedWood on
Sun Dec 17th 2006 at 10:08pm
Posted
2006-12-17 10:08pm
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I'll keep that in mind when start my next map. Thanks
I managed to keep my standard by building my map around the central stair case and using spacing blocks when adding new levels. All my walls are 8 or 10 units thick and my floors are 8.
After hearing what u said, i loaded up lockdown and checked the walls and found most the walls were 128 units tall. Also like my map the the top few units of the walls were covered by the floor of the next level. Except were it could be easily avoided. So I'm good. If u decompile my BSP. you'll find I have vary clean construction. Though i doubt anyone cares.
Re: dm_Crash
Posted by RedWood on
Wed Dec 20th 2006 at 5:11am
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I hear you. Ether way it still needs much work.
Originally the roof was suppose to be a key visual point, but now it's only causing problems with the look of realism in the rest of the room. If i can make it work i'd to keep it. when i get to lighting it should provide a nice effect, but if I can't make it work i won't hesitate to drop it and go with a flat roof.
Re: dm_Crash
Posted by RedWood on
Sat Dec 23rd 2006 at 7:03am
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Thanks for the input. i like the idea about the forcefully removed machinery.
Re: dm_Crash
Posted by RedWood on
Tue Jan 16th 2007 at 4:28am
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I'm havening problems uploading the file to my file share place. i have it done by tomorrow. probably around 1 pm.
Re: dm_Crash
Posted by Orpheus on
Tue Jan 16th 2007 at 3:47pm
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/me is liking the way some of these screens look. The girders look really coolness.
The best things in life, aren't things.
Re: dm_Crash
Posted by RedWood on
Wed Jan 17th 2007 at 6:05am
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Sorry for the delay. My internet was down this morning.
The bsp. has been updated (turns out File Front doesn't like Fire Fox) and I'll be updating the five main map screens now.
Your right, the map is a little gray. Now that u mention it it stands out more. I had always planed on coloring most of the lights. I guess now would be a good time to start. instead of doing it all at the end and recompiling over and over again. Thanks guy, your a big help. :smile:
PS: could someone sagest a good hdr lighting tutorial?
Re: dm_Crash
Posted by Natus on
Sun Jan 21st 2007 at 9:39pm
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Nice! really nice, comparing that screen to the first ones you posted, talk about making progress.
Re: dm_Crash
Posted by Jacfu on
Sat Feb 17th 2007 at 5:40pm
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nice to see how this map is taking shape. That collapsed concrete thingie looks awesome.
Re: dm_Crash
Posted by RedWood on
Wed Feb 21st 2007 at 9:30am
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I'm currently tying up loose ends of my map to start the next chapter. Question is, what do i call the chapter? Alpha, beta? I remember seeing a post or thread in SP explaining it but if you try searching it you get every map in the site. If anyone remembers the thread or wants to ancer my question i would appreciated it.