Since I've joined the clan and everything, I assume that would be appropiate to show what I've been working on for the past couple weeks.
Actually, to be honest, I'm scared of this map. I've never finished a deathmatch map before, and this is the furthest I've ever came. After seeing the work by Jester, Reqiuem, and Le Ray, it's kind of awkward for me to post something so simplistic, but here it is anyhow.
This level has taken on a style of a deserted base, although that was not my intention at the beginning. There are a lot of lighting bugs (mostly around the curves) which I know no easy way to fix. One dead end, and 2 badly (or non-existant) lit hallways which I am well aware of.
You'll have to forgive the apparent lack of any detail outside the base (mostly the blank rock wall and ground). On a final note, I've been playtesting this map as I go, and all my fellow players (from Vortex) says it's good, but I would like opinion of my fellow mappers -- or people I don't know too well...
With out further delay, I give you Point Dot (Alpha 6)
Excuse the lack of detail in the picture -- and I'm assuming the lighting doesn't always look like that.
Post by Le Ray [Q2C] on Aug 2, 2004 8:51:33 GMT -5
Yun, This is really pretty good actually. This being your first attempt at a deathmatch map, I think you're doing a really good job on it. I like the use of curves and the layout is pretty good.
Here's a few things that you may want to try in your map: 1- I think the map would look much better using some custom textures 2- You could also use a custom sky texture. 3- You may also want to learn how to use Nem's 3D Terrain Generator for your rock formations. 4- You can sink your spawn points to clean up the map. 5- Adding sounds to the map is a must 6- Spread the weapons out. Add some weapons to the outside area 7- Use Aghrad for your lighting (if you aren't already)
I think overall you are doing a really good job so far.
With a little more work, this map will be in good shape.
Unfortunity, I've been trying to keep to stock textures so that my map will be played on the Vortex server, the same deal with the skybox. I've experimented with that stuff for maps I've made for WoD and LOX back in the day.
I've been mapping for a good 4 years now, and I still haven't learned how to use the sun feature that ARGHrad provides.. :\
I've been playing around with Nem's Texture generator, and I've enjoying what it can do, However, I'm unsure of how to set it up for Quake 2. Importing it into QuArK is not a problem, but then again, it also gives me way to many triangles for my slow HP to deal with... Ugh.
I have some ideas on how it works, so it shouldn't be hard to fix.
Sinking in the spawn points cleans up the map? I never understood that, sure it looks cleaner, but it also takes away from that classic Quake feel...
Sounds are another thing that I've been experimenting with, I'll keep looking.
Custom textures and sky are in order, I will definitely take a look into it..
Unforunity, the _sun feature of ARGHRad aren't doing justice to the map, so I'm cutting them out. I've used the terrain editor for some new terrain, and it's looking great. Thanks for your tips guys, they are much appreciated.
Also, I can't believe I made a 1/2 decent looking map using a 128 grid standard for a walkway. I think it's great.