Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 20:17:11 GMT -5
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Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 21:12:10 GMT -5
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Post by cocerello on Apr 12, 2015 12:47:13 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 avoid talking about the lighting. ---
Items found:
5x SSG, CG, 2x GL, BFG, 3x shell packs, 5x bullet packs yA, 11x armor shards 4x health packs, 19x small health packs Review:
Brick town? themed compact small map. Brushwork is ''cubish'', simple but effective with several details mainly geared towards gameplay and layout. Textures are well used overall and chosen, with some stretched ones. The textures used seem to come from Rygel's texture pack for Quake, a pack developed for some Quake engines that support higher resolution textures.. Layout is varied in two floors around several rooms that are in the two floors, with frequent changes in height and connectivity, and some side areas. Combat is similar across the map, but varied in each room, mainly in close quarters and very short due to the choice of weapons and size of the map itself. Good planned placement of weapons and items, ammo only for two weapons is supplied. Looks to be geared to 2-6 players. One eerie sound was used. Welcome to the on your face arena! The size and scale of the map and the choice of weapons makes it so most of the combats are almost at close combat quarters, which makes for some very fast and intense combats. In contrast to that there is some steps for precise movement which open new paths and routes and like a lot, the health pack beyond the teleporter, and a side area that needs the player to crouch for 32-64 units. Items are well placed across the map. That eerie sound adds a lot to the ambient, but given the amount of sound the weapons will do in a map of this size, i doubt it will be heard. Only if the map was double the size with the same number of players it would have some real impact on the ambient of the map. Apart from this, the map has nothing special nor nothing too bad. Biggest issue it has is being a bit cramped, and several streched metal textures. Also, i noticed that the brick textures look a bit stretched or crushed sometimes. Suggestions:
- Make the scale half a time bigger. - Use the textures from Quake Retexture Project instead of Rygel's, as these are better looks wise and performance wise (also, if i remember right, Rygel's textures doesn't have those that come from Quake's official expansion packs, which could be good for your future maps). Get them at qrp.quakeone.com/retexture/ - Fix the stretched textures around the area between the elevator with health pack is and the SSG with a backpack nearby. - Add some bars near the yA so the player can't hit the skybox. The bars will make it so one can't take a look around but will give a believable place to stop. - Make the skybox a bit bigger, around the brushes so its less boxy.
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