Re: Skull Cave
Posted by Crono on
Wed Aug 4th 2004 at 6:50am
Crono
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Location: Oregon, USA
Looks like a good theme right now.
The only suggestion I'd give is make it grander and exagurate things, like cliff faces.
You certainly have a good start though.
Maybe add in some light shining in through cracks in the cave
Re: Skull Cave
Posted by Forceflow on
Wed Aug 4th 2004 at 8:09am
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Gj on the skull ... add some bushes/trees maybe, because it's all rock-rock-rock now. (nice rocks, nevertheless.)
Re: Skull Cave
Posted by 7dk2h4md720ih on
Wed Aug 4th 2004 at 12:22pm
Posted
2004-08-04 12:22pm
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Oct 9th 2001
Work on the ground a bit and add in some tree models. You'll need a
different sky too as the rock type deosn't match at all. The skull
looks cool, but I think the nose area needs a tiny bit more detail.The
rockwork looks really good, inside and out. Hopefully you'll get enough
of it finished in time. :smile:
Re: Skull Cave
Posted by ReNo on
Wed Aug 4th 2004 at 12:49pm
Posted
2004-08-04 12:49pm
ReNo
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That skull is pretty awesome, but as A_S said, work on the nose a little. I also agree with crono that perhaps a grander scale would help, and not only that, but possibly something more to the exteriors than just cliffs. The exterior ground also looks much too repetitive, perhaps you could have another texture as a sort of path around the map, weaving around a little while the current ground acts as a "rough" around its sides?
The theme is a good one, and you are handling it well enough (especially the interior which is looking very atmospheric...even with that armchair :biggrin: ), I just think it needs more variety.
Re: Skull Cave
Posted by 7dk2h4md720ih on
Wed Aug 4th 2004 at 1:55pm
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Oct 9th 2001
Give the light eminating from the torches a more orangey hue. Looks great.
Re: Skull Cave
Posted by Atrocity on
Wed Aug 4th 2004 at 2:22pm
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Occupation: Level Designer/Student
Location: Toronto Ohio
i like all of that alot only thing i think needs the most changing is the sky, i can make a really cool one if you want get in touch with me.
Re: Skull Cave
Posted by Ferret on
Wed Aug 4th 2004 at 2:43pm
Ferret
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Hahahahahaha
f**king pwn. This map rules. I'd only suggest getting some terrain changes in it so that the ground doesn't look so flat. Reminds me of Pirates of the Carribean
Re: Skull Cave
Posted by Ferret on
Wed Aug 4th 2004 at 2:54pm
Ferret
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LOL what a PUN. I RULE!!!!
my god I'm sick, but its so much easier to be "active and hyper" when typing than in real life. Jesus time to go to work right now.
Re: Skull Cave
Posted by beer hunter on
Wed Aug 4th 2004 at 6:24pm
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Occupation: Beer taster
Location: The Pub
It looks pretty good for 10 days work, some suggestions -
Ground needs more height variation, some gentle slopes and maybe a few boulders in the more open bits.
Stalactites look pretty trick in caves.
Waterfalls, rivers etc. usually make this type of scenario look a lot better.
Best of luck getting it finished before the deadline :smile:
Re: Skull Cave
Posted by fishy on
Wed Aug 4th 2004 at 7:34pm
fishy
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Sep 7th 2003
Location: glasgow
the ground texture looks like it would be good as a base for routes/paths, with gentle raised slopes with a fully grassed texture framing them. the slopes could also help with the transition from the ground to the cliffs, which it's very square atm, and detracts a little from the nice curves you already have on the cliffs.
Re: Skull Cave
Posted by Perin on
Wed Aug 4th 2004 at 9:07pm
Perin
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Nov 9th 2003
Location: Canada
Nice brushwork on the skull.
Re: Skull Cave
Posted by fraggard on
Tue Aug 10th 2004 at 8:24am
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Location: Bangalore, India
Download is available in the map description page...
Re: Skull Cave
Posted by Ferret on
Tue Aug 10th 2004 at 2:36pm
Ferret
member
427 posts
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Jan 28th 2002
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where are the shadows!?!?! up the gamma my friend!!!!
Re: Skull Cave
Posted by Orpheus on
Sun Apr 24th 2005 at 3:49pm
Orpheus
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
/Me notices, not a single member rated this map.
/me wonders... WHY?