dm_choose_weapon.bsp

dm_choose_weapon.bsp

Re: dm_choose_weapon.bsp Posted by Jacfu on Sun Mar 11th 2007 at 6:49pm
Jacfu
38 posts
Posted 2007-03-11 6:49pm
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
User posted image

I've decided to finish/rework this map before I start on a new one. Got way too many half-finished maps and I don't want to get in the habit of not completing them. I've decided to open up this map a whole lot more and perhaps remove the vent and teleports. Making it smaller might just be the best thing for it...

/and the name def. has to change too.
Re: dm_choose_weapon.bsp Posted by reaper47 on Sun Mar 11th 2007 at 7:29pm
reaper47
2827 posts
Posted 2007-03-11 7:29pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
You're reading my mind. I just wanted to suggest that in the derelict thread. :smile:

There are a couple of things I noticed, but I think you know best for yourself what to do at this state so I leave you alone for now. Just wanted to say that I'm glad this one stays alive.
Why snark works.
Re: dm_choose_weapon.bsp Posted by Natus on Sun Mar 11th 2007 at 10:35pm
Natus
570 posts
Posted 2007-03-11 10:35pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
This looks pretty nice actually, needs more texture variation though, i'd suggest some combine textures, looks like it would go nice with the architecture.
Got way too many half-finished maps and I don't want to get in the habit of not completing them.
That's a good idea, I myself can't finish any maps, and it drives me mad :|
Re: dm_choose_weapon.bsp Posted by Jacfu on Mon Mar 12th 2007 at 9:14pm
Jacfu
38 posts
Posted 2007-03-12 9:14pm
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
My innitial brainwave when I started this map was to only use one texture ( that metal one ) but all that alligning and strecthing made me go cookoo... :dorky:

I should actually just learn how to create custom textures for this map, I downloaded a VTF. plugin so I can create textures in Photoshop. Gonna give it a try.
Re: dm_choose_weapon.bsp Posted by Riven on Tue Mar 13th 2007 at 4:18am
Riven
1640 posts
Posted 2007-03-13 4:18am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Good idea, but I have to ask: Why in the world would anyone with a good head on their shoulders want to create a map with just ONE TEXTURE!?!? I can't think of any good reasons why. What was going through you mind at the time?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_choose_weapon.bsp Posted by FatStrings on Tue Mar 13th 2007 at 7:04pm
FatStrings
1242 posts
Posted 2007-03-13 7:04pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
could be very boring, or maybe it could give it a really clean look, I feel that if he pulled it off it could look pretty sick
Re: dm_choose_weapon.bsp Posted by Naklajat on Tue Mar 13th 2007 at 10:55pm
Naklajat
1137 posts
Posted 2007-03-13 10:55pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Lighting would be key in a one-texture map, in any case.

I've yet to check this map out, so I will do so now. The architecture is quite eye-catching for it's simplicity.

o

Re: dm_choose_weapon.bsp Posted by Jacfu on Wed Mar 14th 2007 at 11:00am
Jacfu
38 posts
Posted 2007-03-14 11:00am
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
I don't know what I was thinking about using one texture. It would be cool if there was just one or two more similar textures to the predominant one I used -that would work better than just one me thinks.
Re: dm_choose_weapon.bsp Posted by Naklajat on Wed Mar 14th 2007 at 11:53am
Naklajat
1137 posts
Posted 2007-03-14 11:53am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Use the orange dev textures with purple and green lights.

o

Re: dm_choose_weapon.bsp Posted by Jacfu on Fri Mar 16th 2007 at 10:56am
Jacfu
38 posts
Posted 2007-03-16 10:56am
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
k , I'll try those. Thanks
Re: dm_choose_weapon.bsp Posted by Riven on Fri Mar 16th 2007 at 8:39pm
Riven
1640 posts
Posted 2007-03-16 8:39pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I'm probably wrong, but I think Snikers was kidding, right?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: dm_choose_weapon.bsp Posted by Naklajat on Fri Mar 16th 2007 at 8:42pm
Naklajat
1137 posts
Posted 2007-03-16 8:42pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
lol, yeah I was, sorry I guess I should have made that the sarcasm color. :wink:

I took some screenshots a minute ago, I'll edit this post with comments in a bit.

o

Re: dm_choose_weapon.bsp Posted by Jacfu on Fri Mar 16th 2007 at 9:11pm
Jacfu
38 posts
Posted 2007-03-16 9:11pm
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
:lol: don't fret baron

I knew you were just kidding around
Re: dm_choose_weapon.bsp Posted by Naklajat on Fri Mar 16th 2007 at 10:14pm
Naklajat
1137 posts
Posted 2007-03-16 10:14pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
If you didn't you'd probably figure out pretty quick after loading up the compiled map :lol:

You've made some really cool areas in this map, but there are some really boring areas too. There are also some issues with flow and connectivity throughout most of the map.

User posted image
This area is very nice gameplay-wise, but it's just too damn gray. If you do end up making custom textures for this map, make sure to use a little color in the accents and trim.

User posted image
User posted image
Two large bunches of pickups, very close to one another. Not really a good thing.

User posted image
Light can be used very effectively to influence the player's focus. Contrast in lighting, which could be brightness, color, or pattern, tends to grab your attention and make players want to investigate a spot.

User posted image
Green-yellow colors are usually not a good choice for lighting, most people have a subconscious aversion to colors in this range (the phrases 'puke green' and 'snot yellow' come to mind). An environment that range could work in might be on an alien planet with big creepy insect-like aliens, as in that kind of place you're not aiming to make the player feel comfortable.

User posted image
I like this area a lot, but it's only got two entrances, and they're right next to each other.

User posted image
User posted image

User posted image
This room is really boring, just a big box with giant shipping containers in it. It might be a good idea to completely redo this and the areas in the pics below this.

User posted image
Very dark, very narrow, and very linear.

User posted image
More dark and linear.

User posted image
After walking through those dark, linear areas, you find yourself at a dead end... that could be more than a little frustrating playing online.

o

Re: dm_choose_weapon.bsp Posted by Jacfu on Fri Mar 16th 2007 at 11:35pm
Jacfu
38 posts
Posted 2007-03-16 11:35pm
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
Thanks Baron

This map is going to change a lot, some of the areas you mentioned are just a complete mess. I will keep the good parts and discard the rest and go from there.