Author Topic: New Map : The Bad Lands  (Read 4604 times)

LoVeRs

  • VM-68
  • Posts: 108
New Map : The Bad Lands
« on: April 08, 2008, 06:13:42 PM »
Just check it out...

-----------Beta 1---------->http://loluploads.com/543292


Garrett

  • Autococker
  • Posts: 1372
Re: New Map : The Bad Lands
« Reply #1 on: April 08, 2008, 06:28:40 PM »
Isn't there a map already by this name?

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #2 on: April 08, 2008, 06:30:58 PM »
is there? maybe i should change if there is....look at it anyway.

Deranged

  • 68 Carbine
  • Posts: 409
Re: New Map : The Bad Lands
« Reply #3 on: April 08, 2008, 07:14:15 PM »
yeah badlands is taken, it's a pretty popular match map >.>

Ok this map represents what I hate with some mappers. I can't stand unnatural squarish looking features that are supposed to be terrain. They just look bad. Try to round everything off, it's hard to enjoy gameplay for me when I feel like I'm playing in a world of rectangles.


This is what I'm talking about. Right here and all over the map. No real design flow, too boxy. Everywhere in the map is open and squared off. Add some huge separation cliffs in the middle or something to make it less open, and round off darn near all of the corners. As you can tell by my maps(roanoke in particular) I'm a fiend for detail, and that's what this map lacks.


Just more lack of detail. what the hell is going on up here? Does this place serve a purpose?

I like the map's general design, especially the base. You just need to work on your outdoor scenes. Work with the limitations of the engine, carve up outdoor areas into smaller parts separated by huge rocky walls or something, it usually looks much better because then you can add much more detail into the scene without soaring the r_speeds.

Pump a lot more general detail into this map, and it could be a real winner :) also when you create areas like the roof, think "what the hell is this going to be used for?" Right now there are some places in this map that serve no purpose at all other than to be huge open spaces.

Edit: Sorry if I seem harsh, I really think you have a lot of potential as a mapper, you just need to think some things through a little more and add a touch more detail :) Keep up the good work and please take this through beta 2, the general idea is nice, just needs polish.

Edit2: I was overly harsh, I appologize. the map does indeed have detail, the squarish features just caught my eye first and set me off. I'm sorry it doesn't need near the complete overhaul I first said. The squarish features just bug me a lot :)

xtracta

  • PGP
  • Posts: 19
Re: New Map : The Bad Lands
« Reply #4 on: April 08, 2008, 09:01:09 PM »
i agree alot of lack of detail

Garrett

  • Autococker
  • Posts: 1372
Re: New Map : The Bad Lands
« Reply #5 on: April 08, 2008, 09:08:53 PM »
i agree alot of lack of detail


If this is the only thing you can add to a discussion, don't post. 

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map : The Bad Lands
« Reply #6 on: April 09, 2008, 12:34:29 AM »
You need to fully compile and light the map before you release it, even as a beta.

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #7 on: April 09, 2008, 05:11:11 AM »
i did.

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #8 on: April 09, 2008, 05:12:06 AM »
i was playing with the sun angle is all.  you'll notice the shadows.

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #9 on: April 09, 2008, 05:12:18 AM »
right now its overhead light...


Edit---

Will Work on more detail for second beta.
« Last Edit: April 09, 2008, 05:36:54 AM by LoVeRs »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map : The Bad Lands
« Reply #10 on: April 09, 2008, 02:26:14 PM »
Ah, from the screenshots deranged posted, it didn't look like there were any shadows, even on the under side of the rocks.  By the way, to get the sun angles for a particular sky, point your crosshair at the sun and type "angles" at the console.

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #11 on: April 09, 2008, 04:40:22 PM »
thanks for that...that would make it completely easier. :)

RiMiNi

  • 68 Carbine
  • Posts: 418
Re: New Map : The Bad Lands
« Reply #12 on: April 11, 2008, 04:05:47 PM »
some of the brushes dont touch the sand in some parts, misaligned brushes, when you go on the outermost cliffs. you can hit you head on the sky, raise the sky or clip brush it so you cant go on the cliffs

LoVeRs

  • VM-68
  • Posts: 108
Re: New Map : The Bad Lands
« Reply #13 on: April 12, 2008, 04:38:52 PM »
noted.  it will be a small bit before i get the next beta out...because i want to get some detail in there + i work alot.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map : The Bad Lands
« Reply #14 on: April 29, 2008, 09:48:06 PM »
Lighting looks better in game than in the screenshots - not sure why the shots looked unlit. I've attached a demo and uploaded the map to the beta server.  You'll need to find a new name for it, though, when it's final.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: New Map : The Bad Lands
« Reply #15 on: March 05, 2009, 06:54:05 PM »
Noticed badlands_b1 pop up on the beta server today.  Any progress?

MosEz

  • Autococker
  • Posts: 630
Re: New Map : The Bad Lands
« Reply #16 on: March 06, 2009, 12:21:03 AM »
there is already badlands :P my old clanmap :D