dm_harvest

dm_harvest

Re: dm_harvest Posted by IrishGuinea on Wed Jan 5th 2005 at 8:16am
IrishGuinea
51 posts
Posted 2005-01-05 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
Yak_Fighter
1832 posts
Posted 2005-01-05 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
Gorbachev
1569 posts
Posted 2005-01-05 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
801 posts
Posted 2005-01-05 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
30 posts
Posted 2005-01-06 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
IrishGuinea
51 posts
Posted 2005-01-08 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
180 posts
Posted 2005-01-08 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
IrishGuinea
51 posts
Posted 2005-01-08 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.