Post by NIN-Kitsune on Feb 4, 2015 22:59:01 GMT -5
Finally feel like I have something I wish to show that isn't overly experimental and maybe get some critique on if anyone wants to give some which would be most welcome! (Excuse the runes and sharks etc, just stuff that pops up automatically due to the mod directory I test maps in )
I didn't originally plan to add this map to the contest which I designed from scratch yesterday as a quickie test map to beta test Trench Broom 2 but despite it's simple design and perhaps unorthodox layout, it received a fair bit of appraise for it's simplicity and appearance so decided to work on it further, and may add just a bit more beautification than what may be seen in these shots, but trying to keep things from becoming overly complex and ensure it remains a traditional looking map!
Post by NIN-Kitsune on Feb 13, 2015 17:59:50 GMT -5
your map looks also promising.. 'm curiouSss how your map look like after the R_speed lessons...
no update screenshot? [/quote]
I meant to update since last night but *fell over sleepy* heh! I changed it quite a bit and added a good deal more detail but still not quite satisfied with a few looks and a number of flaws to correct or some things just simply not finished or fully determined, kinda paused on that map while I work on other candidate soon! I'll eventually work on finishing it up soon once I figure a few more things out with it. The r_speeds in the lower section have gone up to a peak of around 2000, but it would have been much worse had I not divided the two areas in regards to vis with the unique shimmery force field like floor that cannot be seen through. It's actually a super stretched texture with flowing, warp, and light flags set. I stretched the blue wirey texture to crazy amount of 20x in one direction while un-stretched in the other. completely by accident of experimentation that I found how to create this super cool effect! Literally like a liquid shiny metal that glimmers.
Kind of reminds me of some early Unreal maps. I like the texture choice for the space theme. The rooms look quite large though, like halls. My suggestion would be to add some other rooms as well to get more diverse gameplay. It is okay to have 'many players fire at each other randomly in a large room' at certain time points (like when QUAD spawns in there) and it can be fun, but if this is all the gameplay a map offers, it can bet repetitive quickly imo.
Post by NIN-Kitsune on Mar 1, 2015 19:18:18 GMT -5
Yeah I was given that suggestion a few times and will see what I can do, I must confess I haven't really played vanilla style in a long time, I've been pretty used to using hooks and powerful weapons and speedy players in modded gameplay and my design style tends to reflect that, but I am trying my best to have end results that work well in vanilla style as best I can. I should have more updates coming soon for a few other maps I'm working on as well, things just been slow for me the past couple weeks due to a lot of things going on that have allowed me little development time but hopefully I am clear skies from here on till the end of the contest!
Good luck on your work as well and thanks for feedback!
I quite like how this one is turning out. Very oldschool (like DOOM oldschool). I would suggest a different sky box. Other than that, since the two main rooms are already separated vertically, why not spread them apart and cut some trenches into the floor on the upper level? Might make it interesting. Trenches and ramps, so you get players airborne. Keep at it!
Almost looks like the interior of some grand alien design. Reminds me somewhat of the Tet from Oblivion or the inside of the Independence day mother ship. This interesting creation could use a bit more rooms though
Post by NIN-Kitsune on Mar 18, 2015 1:03:31 GMT -5
Rapidly nearing the point where I can work on finalizing details on my primary map and do some polishing and expect to be done thursday, there are several new areas/rooms not yet shown while I do so that need to be connected to the main map, but here is a few screenshots from earlier progress!
Post by NIN-Kitsune on Mar 18, 2015 5:47:35 GMT -5
Thanks ^^. Trenchbroom 2 makes it all very easy to make this kind of stuff in quick order like the oozing core melt or the terrain around the obelisk, easily made in 15/30 minutes if you have a clear plan! only reason I've taken so long,,, well you know how life is sometimes. At least I'm still good for doing what I must in the next two days with nothing but full time on my hand to work my tails off! Tomorrow I'm finalizing the ultimate layout of the map and Thursday to complete final minor details and item placements.
So now's the time for any last critique, which I welcome! Map has definitely evolved very much from what I originally created as a mere quick test map now turned to something full-blown cool looking I have now that I decided would be my contest entry! And I cut out the conduit-maze like floor in central area, I just didn't like how messy and random it looked and much happier with what I got now.
(Yes, sharks in space! Not placed intentionally, they just randomly spawn due to mod directory I work in hehe, if they get you, NOMS!)