Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 20:17:52 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 21:14:18 GMT -5
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Post by fifthelephant on Apr 8, 2015 2:38:02 GMT -5
The lighting in these screenshots looks normal, but on my pc it's pitch black, and other people seem to be having trouble. Have you adjusted the settings to take this screenshot?
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Null
Gladiator
Posts: 555
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Post by Null on Apr 8, 2015 2:46:26 GMT -5
The lighting in these screenshots looks normal, but on my pc it's pitch black, and other people seem to be having trouble. Have you adjusted the settings to take this screenshot? Margaal has recently fixed the lighting and updated all his maps. Please use the updated download link for margaal27final (Above)
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 8, 2015 13:37:22 GMT -5
Item placement could be improved, I think it needs a bit more juice. The layout ain't bad, but it did not really get me.
Texturing and brushwork are very good, and I guess the fix makes the lighting good as well (for me it does not, but I'll assume it's my fault, and with gl_modulate 7 I can make it look ok). The mixture of bricks and rocks with water is cool. Overall a solid map, for some reason it still did not really impress me.
Most important: the rocks and the uneven ground with the grass looks very good, but the movement on it makes me want to rage-quit.
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Post by cocerello on Apr 12, 2015 12:23:12 GMT -5
For more general details, info on the story behind this and how this information works and how its made, go to:
leray.proboards.com/post/27943/thread
--- Played the version for the contest, so i'll try to avoid talking about the lighting. ---Items found:
5x SSG, MG, 2x CG, 2x GL, HB, BG, ammo for each scattered around. yA, 14 armor shards 10x health packs, large health pack, 27x small health packs backpack Review:Medium sized ruined old stone themed with some base details in two floors. Brushwork is a mix between cubish and curves, with several details and broken parts, the mix of out of sunlight areas between the outdoor ones add a lot to the lighting. Textures are mostly well chosen and placed, and fit the theme with some exceptions. Layout is typical Margaal's trademark mainly 2D in two floors layout, with several variations in height mainly on the lower floor, some side areas, and variation in routes to take. Upper and lower floors are joined by fans angled to the destination and ladders. Any drop down can be countered with a ladder or fan very close by. Lighting looks to be in the middle of the three submitted maps, brightness wise. Combats are mainly in 2D with notable exceptions in the area with the yA and the backpack and in the joints between floors, with choice of routes and variety due to the difference in rooms. A weapon is placed on the player's spawn, and the rest are scattered all over the map, with a room with two of the three special items, and a BFG on a bit hidden place on another one. Seems to be geared for 4-8 or maybe 6-12, could work for both. a single chirping sounds can be heard. Solid decently compact map in an uncommon theme for Quake 2. Well deserved the first place amongst Margaal's submitted maps, Fixes some of the issues the other two have, but lacks some of what made those special, like the steps that lead to other places and one new routes from margaal26, that have been used way less but well here. The curves add a nice variety and dynamism to the brushwork and general look of the map. The textures are a bit of concern. Nice changes in height all over the map, but could have some steps in the indoor parts near the GL on top of a brush. Would be wonderful to have another room like the one with the yA and backpack, but one can't have everything in this life. Also the brushwork with some steps on the area on top and behind the backpack is a bit dubious. That rock doesn't look well in relation to the floor below and trim above. Feels a bit too constrained, boxy as a whole: probalbly a consecuence of a compact layout. Suggestions:- The stone texture has some noticiable tiling in a darker part, so it needs a change of texture or break the walls more, specially in the room with the CG and the nearby one, both above the watery one. Also the antenna that comes from margaal27 doesn't fit this map's theme. To fit it it would need more base based objects or textures. - Resize the windows on the room above the only large health pack in the map, to fit the texture. - Feels a bit too compact sometimes, one room or corridor that Feels that is out o it could be good, or add a side room or even an small dead end in a height higher than the highest ones. - Make one of the outdoor rooms way taller, to break the cage. Most important: the rocks and the uneven ground with the grass looks very good, but the movement on it makes me want to rage-quit. Not really, as there is no places to all to, and the steepness of it is barely noticeable, the inertia one gets is small. The problem is that there is barely terrain Quake 2 maps out there, so we aren't used to have that extra difficulty at movement control, so it becomes frustrating way quicker than it should. If that is a so big problem, then i can think that you felt the same on my first map, as the caves are the same or with even higher changes in height in the terrain. So, did you?
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