I notice that some of the points I have to make are the same as ones
A_S already mentioned, but since I've taken the screenshots, your
getting them anyway :razz:
Thats a couch right? If so, why is it made of bricks? Reminds me of ICO though, so thats a good thing :biggrin:
Too big and flat a surface, and the complex texture doesn't repeat too well which makes matters worse.
Perhaps a wooden trim around arches, windows and things?
This could definately use some pillars or support beams from the inside
wall, looks like it would collapse under its own wait to be honest.
I love these little balconies and things, this one is particularly well done with the brush based guard rail.
This room I particularly like, upgrade more of your areas to look like
this and it will improve the map ten fold. Could still use some texture
variation (such as different bricks for the fireplace / chimney
perhaps?) but looking great anyway.
The ceiling really shouldn't use the same texture as the walls so
frequently, though I've no real suggestions as to what to use in its
place.
I don't think the side and top textures on your stairs go together, and
the third step up should probably be angled like the bottom two.
This could be a cool area if you worked on the textures a bit more.
Perhaps put some wooden supports from the inside wall onto the ceiling?
I also think that here and elsewhere your battlement walls are too
thick.
Its easy to get in through this guard but a bit harder to get out, which is the way you are most likely to be travelling.
Not too keen on the wood grain, looks a bit wierd really. I think a
plainer wood would look better in its place, if thats doable? I think
you have underused the cannon if anything, you could place a couple
more in this room alone!
If you can, make the roof less flat in here, and maybe break up the space with pillars?
I didn't even notice this until I looked closely. Nicely done but the
background texture is too similar to the foreground texture so you
can't see it easily.
Perhaps you could hide something up here for the gauss jumpers?
In general I love the connectivity and its probably the most convincing
castle layout I've come across in a map. It reminds me quite a lot of a
few castle maps from the original Unreal Tournament, which is a good
thing considering how much I enjoyed them. It could use some work on
detailing but the layout is nailed, and so it is well deserving of a
fair bit more work to get it looking as good as it will play.
Here is a screenshot for Adam Hawkins' map dm_rampart showing some
simple detail in a corridor. I think you could use a few ideas from it,
such as stone pillars as well as wooden supports and so on.
Here is another shot of the same map, this time showing an exterior.
Again, there are a few ideas you could use from it. He has also used
very few textures in the map but you can pick out the architecture
easier due to a small amount of variation, using basic stone trim
textures and the like. I think using larger bricks like he has is
beneficial as it repeats better, your standard texture looks suitably
aged and all, but its too blurry and "busy" for mass repetition.
Hope these have helped and aren't all just repeats of A_S's comments!
EDIT: Was sifting through that links thread in map editing and thought
this might be of use to you. Loads of medieval building photos,
including plenty of castles. You have probably seen it but if not, here
it is...
http://vrcoll.fa.pitt.edu/medart/image/England/maineng.html