Re: dm_harvest
Posted by IrishGuinea on
Wed Jan 5th 2005 at 8:16am
51 posts
5 snarkmarks
Registered:
Nov 14th 2004
Occupation: Production Manager
Location: USA
This will be my first map to be released. It's probably around 35% done. All the screens are still work in progress, some more than others. It?s been slow going as the entities still have me in the noob category.
As for the name "Harvest", it?s an outpost that gathers and harvests humans. There?s a train/loading dock that plucks the pods off the train, there will also be a command room where you can see the fields of humans like the pod ride in the final chapter. You wont be able to get out there... its all eye candy.
[color=silver]I know I?m using floor textures on walls and ceilings, but it achieves the look and feel I want. I'm trying to get that clean cold polished look. I know some peeps frown on that, but when you?re in the map it really has a good feel to it. <?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>[/color]
Still a lot of work to do so any/all comments are welcome. Thanks :smile: <o:p></o:p>
Re: dm_harvest
Posted by Yak_Fighter on
Wed Jan 5th 2005 at 9:05am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
It doesn't look too bad so far. But...
-You need to change either the floor texture or the wall texture. Having the same texture for both is a big no-no. I don't care if it achieves the look you're going for, it looks bad. Perhaps keeping the tiles on the walls but using a metal texture for the floors? Or even better is use the texture on both, but have a certain cut off height on the walls, say 64 units, where the walls then transition into another texture.
-You've got a lot of reflective stuff all over the place, and I'm betting your cubemaps are messed up by looking at the pictures. I would make sure there was one cubemap in the middle of each room for the player and model reflections and then have one cubemap that points at all the individual faces in the room to ensure a constant smooth reflection throughout the area.
It does look creative and unique though. I'd probably have to see it ingame before judging anything else.
Re: dm_harvest
Posted by Gorbachev on
Wed Jan 5th 2005 at 9:26am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
Aw, I was expecting some autumn themed grain-field. :sad:
Re: dm_harvest
Posted by BlisTer on
Wed Jan 5th 2005 at 5:09pm
BlisTer
member
801 posts
1304 snarkmarks
Registered:
Jun 10th 2004
Location: Belgium
looks good so far.
only suggestion atm is make some areas less cramped/small
Re: dm_harvest
Posted by Lan on
Thu Jan 6th 2005 at 9:34am
Lan
member
30 posts
13 snarkmarks
Registered:
Dec 13th 2004
Occupation: evil genius
Location: usa
liike it, feels like quake 2
Re: dm_harvest
Posted by IrishGuinea on
Sat Jan 8th 2005 at 8:29pm
51 posts
5 snarkmarks
Registered:
Nov 14th 2004
Occupation: Production Manager
Location: USA
You're right Yak, although I liked the uniform look, I have been playin with textures the last few days and it did make a big difference.
will post some new screens in the next day or two.
Re: dm_harvest
Posted by Joe-Bob on
Sat Jan 8th 2005 at 8:53pm
Joe-Bob
member
180 posts
77 snarkmarks
Registered:
Dec 3rd 2004
I agree with switching the texturing around a bit, but the archetecture
looks nice. Don't be one of those anti-prop mappers,
though. It's the best part of DM.
By the way, is that avatar from Gabriel Knight be any chance?
Re: dm_harvest
Posted by IrishGuinea on
Sat Jan 8th 2005 at 9:07pm
51 posts
5 snarkmarks
Registered:
Nov 14th 2004
Occupation: Production Manager
Location: USA
not sure about the avatar, found it on the web a while ago. hope it aint copyrighted or nuttin.
It's not that I am anti-prop, theres just not alot of props to go with combine themes. There will be more than whats in the screens though, just not tons of stuff like in some maps.