Re: ctf_Dartmoor
Posted by Naklajat on
Tue Jan 31st 2006 at 7:35am
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<span style="color: white;">Looks nice and simple in layout, but overly simple in looks. The aesthetics need more detail, like more complex walls, displacement ground, some breaks in some of the textures (like in the flag areas and curvy walls all around the map), decals on the walls and models and stuff for grass/vines/other foliage. The curvy walls also seem like they may be too high-poly, try using 4 less corners on the cylinders and see if it still looks alright</span><span style="color: white;"> (it looks like you're using 16 so try 12).
And in case you're wondering you can make all of the ground displacements by closing off the floor with brushes and putting the displacements right above them, then use noise and geometry painting to make it look more natural.
</span>
o
Re: ctf_Dartmoor
Posted by RiZLA on
Tue Jan 31st 2006 at 7:53am
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Thanks for the advice, I hear what you're saying, all this is planned, but stupidly, I have 3 seperate maps in dev, and I'm working on all 3 on a daily basis, so things are a little slower than they should be, but I added the whole sniper towers section today, maybe more tomorrow.
Just really want to see it play at this point.
Re: ctf_Dartmoor
Posted by Orpheus on
Tue Jan 31st 2006 at 1:45pm
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It has been suggested that this is a Killbox, I disagree. Simplistic yes, Killbox, no.
Arena maps tend to by their very definition keep virtually all the action within the center region. This is a Killbox tactic, but invariably, Killboxes are only that. A box you die in.
This map has 90* areas to be sure, but has enough variation to keep it outside the definition of Killbox.
Also, another point in favor of an Arena is that a CTF map has a goal, dying not being the most probable one.
As for the content of the images: All are of the amazingly small variety, a strong point in my favor. I am also partial to any map with pillboxes, not to be confused with Killboxes.
My only advice, increase the variety of looks and increase the routes one must travel to get from end to end. A few offshoot passages will work wonders.
/speech
The best things in life, aren't things.
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My biggest criticism is the fact that right now the map is walled
in. I'm assuming you'll produce some sort of 3D Skybox before you
finish working on this?
Also -- this is source, definitely take some more risks when it comes
to visual complexity and details. Baron von Snickers had some
good suggestions.
This looks like a map out of Halo 1 (not bad thing mind you, but not a great thing either).
I look forward to progress.
Re: ctf_Dartmoor
Posted by BlisTer on
Tue Jan 31st 2006 at 5:03pm
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if you're going for simplistic than it's okay, except for the flat dark-grey walls: they really need spicing up. seems like simple-yet-fun gameplay
These words are my diaries screaming out loud
Re: ctf_Dartmoor
Posted by RiZLA on
Tue Jan 31st 2006 at 8:51pm
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thx for all your suggestions, I'm taking them all in. one thing I hadnt really considered was alternate routes, but the idea behind this map is a full frontal assault. I'm thinking an alternate route up high like Hanging walkways wouldnt spoil that too much though.
Visuals will get jazzed up, 3d skybox is a definite.
I'm gonna see if I can get this map on the hl2ctf depot server. Cant really move on without testing the map with decent number of players.
Re: ctf_Dartmoor
Posted by Orpheus on
Tue Jan 31st 2006 at 9:11pm
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Dude, I hate to break this to you but, its very simplicity precludes the need for a "decent number" of players in a testing.
It is so simple that, 2 would prolly suffice.
Sorry to be so blunt.
The best things in life, aren't things.
Re: ctf_Dartmoor
Posted by RiZLA on
Wed Feb 1st 2006 at 4:39am
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Dont knock it till you've tried it. :smile:
Tested with 4 players, felt a bit bare really, not for the kind of gameplay im looking for.
btw, updated to Alpha3.
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Definitely looks much better with a 3D skybox, but the walls and geometry could stand some more fleshing out.
Re: ctf_Dartmoor
Posted by Orpheus on
Wed Feb 1st 2006 at 8:30pm
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Well, while we are busy misunderstanding each other.. :rolleyes:
Playing maps for years may assist you in certain areas of mapping, but it hardly makes you informed about mapping. I, as you say, may have to accept that I may not be right, but I cannot recall the last time I was wrong. Its been a while you see.
I have assisted on about.... A few thousand maps. I have made perhaps a dozen. I have fragged a few thousand as well. I think I am almost qualified to just LOOK at a map and decide its playability.
That said, there are varying degrees of playability. Each person has their own opinion of that as well.
We will assume that by your standards, this map will play so well that you will piss yourself the whole time. We will assume, that even if I never play it, you will still be pissing yourself because you think its great.
In the end, its your map. I am only a passing thought in its creation.
/story.
The best things in life, aren't things.
Re: ctf_Dartmoor
Posted by RiZLA on
Thu Feb 2nd 2006 at 2:20am
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Granted, its not for everyone, but me & my friends are having a great time. and I hate killboxes.
12 Maps?, I only see one HL1 map in your profile. Are the games you've mapped for not supported here?
How's Castle Orpheus comin on?
Re: ctf_Dartmoor
Posted by Orpheus on
Thu Feb 2nd 2006 at 9:34am
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"Expand" it silly. :wink:
I sure as hell hope your weren't looking at me as stupid because you saw my profile was.... empty.
The best things in life, aren't things.
Re: ctf_Dartmoor
Posted by RiZLA on
Mon Jan 30th 2017 at 9:35am
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Wow, 10 years older me is very ashamed of the adolescent behavior I displayed in these comments. It's a cringe-fest..
Sorry Orpheus!