Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: Rick on December 23, 2007, 11:12:19 PM
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OK i know that my maps arent up to the standards that others are up to, but i need to learn so i thought if people gave me feedback on this map i could learn and gain from my mistakes. Well um here it is.....
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot011.jpg)
^^Just a top view.
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot018.jpg)
^^Red Base, Blue is the same but Blue.
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot027.jpg)
Leaving the base.
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot040.jpg)
This is the start to low.
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot042.jpg)
This is low.
(http://i160.photobucket.com/albums/t176/Mewlover654/sshot031.jpg)
And this is Mid.
Here is a link.
http://zilla-clan.net/upload/059285 <----B1
http://zilla-clan.net/upload/194703 <----B2
Plz remember this is my second map and is really bad this is why i need help :]
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Well, Just like I told you in game, it plays well, and I really like it. The two flags are nice, though I would make a 3rd one above each base, where you have to jump to. And in fact, if your really crazy, you could make 3 or 4 flags on each base, each one progressively harder to get to, but give loads more points. That could be interesting. I like the rocks you made.
-Cusoman
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listen. I'll give a more in depth analysis later, but off the bat I have to say
1) learn to use clippers, you'll find your rocks will look much less like balancing cubes :)
2) I don't care for the lighting down low
3) on the way up from low to base, you get stuck on the roof unless you crouch
I'll be back with a more in depth post tomorrow probably :)
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listen. I'll give a more in depth analysis later, but off the bat I have to say
1) learn to use clippers, you'll find your rocks will look much less like balancing cubes :)
2) I don't care for the lighting down low
3) on the way up from low to base, you get stuck on the roof unless you crouch
I'll be back with a more in depth post tomorrow probably :)
1) Can you show me when u get time?
2) Bad lighting or what?
3) Its supposed to be like that, well i made the map knowing that.
Also one of my friends pointed out that there is no bar across one side of mid.
Thanks Cuso, I think 2 flags is enough unless some1 else would like 4 i think i might leave it like that.
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1) Can you show me when u get time?
Hit me up on irc :P
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I've attached a demo of some things you might want to revise. Also, I've uploaded the map to the beta server - see PM for details.
You should also follow this guide when releasing maps: http://dplogin.com/forums/index.php?topic=5149.0
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Hit me up on irc :P
Will do.
I've attached a demo of some things you might want to revise. Also, I've uploaded the map to the beta server - see PM for details.
You should also follow this guide when releasing maps: http://dplogin.com/forums/index.php?topic=5149.0
Sorry about that, wasnt thinking straight.
Edit: Deranged, could you answer me on irc? I was messaging you earlier and i know you were there.
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Ok well i thought this deserved a new post so....
http://zilla-clan.net/upload/194703
This version of war102 was suggested by mewa. Take a look and see if you like it.
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Uploaded to beta server and demo attached.
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quick first impressions:
- instead of floating the cone-shaped rocks 1 unit off the ground to save on r_speeds, make them func_wall entities instead - that way they won't split the tris up AND won't have the weird floating shadow anomalys.
- like Deranged said, you need to revisit some of the rocks - especially those on the corners nearest the 2 exits to the bases. They look crazy with all the weird unnatural angles.
- The lighting is quite dark, I guess it could be a matter of preference as nowhere is pitch black, but I'd prefer it lighter.
- The tunnels down to low have very low ceilings and a big jutting face sticking into them which makes jumping or gaining any speed in them impossible.
- The very thin wall-rampy thing isnt very good practice in my opinion. Its hard to spot, pretty unrealistic and weird, and if anything a jump would be much more fun to do to get up there.
good luck,
- Dr Rick Dagless MD
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Dagless, when you say func_entities don't you mean func_walls?
-Cusoman
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sorry, im an idiot.
yeah, func_walls. I'll change my post.
- Dag
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I'd say it's better to just leave them as brushes touching the ground to reduce overdraw.
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Thankyou for the suggestions Rick, as you can see not alot of people are posting about this map.