op4_dream

op4_dream

Re: op4_dream Posted by Ronin on Thu Dec 4th 2003 at 2:24am
Ronin
175 posts
Posted 2003-12-04 2:24am
Ronin
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175 posts 217 snarkmarks Registered: Sep 4th 2003 Occupation: COLLEGE STUDDENT!!!
Hey, i just am going to post this here for the heck of it, and see what people think. This is my next map, and after op4_docks its a welcome relief. The R's top out at just over 1000 in the cornners but for the most part there about 700. And this map IS NOT A BOX!! Go figure huh. Have fun with it. :kitty:

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Re: op4_dream Posted by OtZman on Thu Dec 4th 2003 at 4:22pm
OtZman
1890 posts
Posted 2003-12-04 4:22pm
OtZman
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
Maybe a little... blocky.
Re: op4_dream Posted by wckd on Fri Dec 5th 2003 at 4:18pm
wckd
148 posts
Posted 2003-12-05 4:18pm
wckd
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148 posts 125 snarkmarks Registered: Aug 29th 2003
OtZman said:
Maybe a little... blocky.
i agree. maybe some different structural architecture
Re: op4_dream Posted by Ronin on Fri Dec 5th 2003 at 4:44pm
Ronin
175 posts
Posted 2003-12-05 4:44pm
Ronin
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175 posts 217 snarkmarks Registered: Sep 4th 2003 Occupation: COLLEGE STUDDENT!!!
I understand what you guys are saying, but how exactly do i make a military building not a box, i mean theres always hangers (planes). But i seem to have a hard time with making buildings other than blocks.
Re: op4_dream Posted by Tracer Bullet on Fri Dec 5th 2003 at 5:07pm
Tracer Bullet
2271 posts
Posted 2003-12-05 5:07pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
You've got a point there about military buildings, but there is room for imagination. blocky does not mean boring. for instance, you could have some partialy completed buildings with exposed structural steel, add some fuel tanks for a bit of rounded intrest, make some of the buildings partialy destroyed, add curving sandbag walls... get the idea?
Re: op4_dream Posted by matt on Fri Dec 5th 2003 at 5:32pm
matt
1100 posts
Posted 2003-12-05 5:32pm
matt
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Whats the thing in the middle supposed to be?
Re: op4_dream Posted by Neural Scan on Fri Dec 5th 2003 at 5:43pm
Neural Scan
150 posts
Posted 2003-12-05 5:43pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
Also try and vary the outer wall, the same texture round the whole map is boring. Make sections of it like other buildings which you can't enter, but makes it seem like there's more than what's shown here.

Tracer Bullet came up with some great ideas to try out. All it needs is more time spent on each building. Someone ought to make a tutorial on how to do ruined buildings and stuff :smile:
Re: op4_dream Posted by 7dk2h4md720ih on Sat Dec 6th 2003 at 1:48pm
7dk2h4md720ih
1976 posts
Posted 2003-12-06 1:48pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
o Put some teture lights in there.
o The ground is far to flat.

A marked improvement on your last effort. :smile:
Re: op4_dream Posted by ReNo on Sat Dec 6th 2003 at 4:23pm
ReNo
5457 posts
Posted 2003-12-06 4:23pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Looks a load better than your previous maps, you are certainly getting the hang of things now. I DEMAND you get yourself some custom textures though - custom textures alone don't make a good map of course but they could certainly help. At the very least try using the TFC wads, they have some nicer military-esque walls I'd say.

http://www.planethalflife.com/wadfather

http://www.planetquake.com/hfx

http://www.shaderlab.com

Those 3 places will give you a good basis for custom textures.

Also, A_S has a great point about the lack of texture lights, or more lights in general. It seems your only light source is the sun, which is a little limited. I suggest you try adding some light fixtures around the outside of buildings and things, it really adds to the ambience and it helps break up the repeating textures if along the wall there are alternating spots of lit up wall and darker wall.
Re: op4_dream Posted by Ronin on Sun Dec 7th 2003 at 7:33am
Ronin
175 posts
Posted 2003-12-07 7:33am
Ronin
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175 posts 217 snarkmarks Registered: Sep 4th 2003 Occupation: COLLEGE STUDDENT!!!
Thanks a lot guys, i guess i was kinda modeling this one after bootcamp, and i thought, b/c they got away with having blocky buildings so could i. But all the same thanks for the input and the suggestions. I will take them into acount for my next map. :smile:
Re: op4_dream Posted by Neural Scan on Sun Dec 7th 2003 at 3:03pm
Neural Scan
150 posts
Posted 2003-12-07 3:03pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
Bootcamp was blocky, but it had features to complement that. There were ledges around the buildings, balconies, steps and tunnels. The buildings were also very varied. I found that none of the buildings had the bottom floor the same as the top, there was always a bit sticking out, or a bit changed or something like that.

Maybe try and put things on different levels. If you can't make the ground bumpy and natural, raise and lower levels to add vertical variance. Also put little obstacles like small towers, because I think they would go well in that map.

Phew, enough from me. Now go make your map really cool :wink:
Re: op4_dream Posted by ReNo on Sun Dec 7th 2003 at 3:11pm
ReNo
5457 posts
Posted 2003-12-07 3:11pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Yup he has hit the nail right on the head there; maps like boot_camp and crossfire may have been blocky, but their blocks darted around enough to provide lots of gameplay potential. Here you have just got 4 buildings with straight walls with no ledges or anything. I don't think there is much you can do to change that at this stage, it would be easier to take it on board for your future efforts. Boot_camp wasn't a box with buildings around the outside, it was a well designed layout of blocky buildings. Keep this in mind for your future efforts, perhaps use this map as an experiment in making better lighting and things.