Post by NIN-Kitsune on Dec 12, 2014 5:45:51 GMT -5
I am happy to announce I have returned after an unfortunate extended hiatus due to various business that had me away for a while, and that I am gradually getting back into mapping!
With that, I re-purpose this thread for announcing my future original creations made from scratch still using Trenchbroom to make the primary geometry of the maps. However for the time being maps are made solely for WOD-X, only in special cases I might make vanilla compatible versions due to the extra time that is required to do so. Most newer maps are not as intricate as my first due to more limited time when I made them, but for what was often a quick job, they were very satisfactory for high pace WOD-X gameplay!
Here are some screenshots of the more recent ones. I will bundle them for download at earliest convenience. For now they can be found on Whales Eye 126.96.36.199:27910
kitsune2 (The pressure chamber by Kitsune Valley) to check out, connect to the whales eye server and enter "vote map kitsune2" in the console.
kitsune3_water (The water plant by Kitsune Valley) to check out, connect to the whales eye server and enter "vote map kitsune3_water" in the console.
Note: Like my first map, this one contains a couple design homages to the N64 version of Quake II!
kitsune4_beta (Throne room by Kitsune Valley) to check out, connect to the whales eye server and enter "vote map kitsune4_beta" in the console.
Note: While it mistakenly has beta in the name, the map itself is in fact finished for now. I find this to be my most visually impressive map yet.
cabin_xmas (Christmas cabin by Kitsune Valley) to check out, connect to the whales eye server and enter "vote map cabin_xmas" in the console.
kitsune_pirate_bay (The pirate bay by Kitsune Valley) to check out, connect to the whales eye server and enter "vote map kitsune_pirate_bay" in the console.
Nice work Kitsune! I especially like the Christmas themed maps, with all the crazy props. IMO the static screenshots don't do the live action much justice, with all its fun and excitement. You can't hear the festive Christmas tunes, and experience the funky interaction live with other players! I'd be neat if more mappers played through their maps with actual players, to see what they really think, and how they interact with them, without worrying too much. Creative criticism is what builds the character of the maps and those who create them. What's the point of making maps others will not play in the long run? So many maps don't get tweaked right, and get left that way, hence get little or no play. I have seen hundreds that could have been real gems that are now forgotten.
The sad thing is, once the site hosting their files goes offline they are either lost forever or at best stored somewhere in a remote inaccessible drive, or some obscure location. All the effort and unique ideas can also be lost with them. I think in most cases a little initial server feedback goes a long way in shaping fun shiny gems. It can be a real eye opener, and time saver, that could easily give mappers and the content they are trying to create sentimental value and rightful place amongst players and map enthusiasts. The real winners aren't always in the shape of most complex designs, but often times quite the contrary. Maps need to be rooted in basics of design, which still depend on player interaction, esthetics and just Keeping it Simple (KIS) for them. You can quickly tell what to make, what not to make, so generally how to make content that's really fun in the least amount of time, hence refining your craft that cuts straight to the point where it matters.