Hello, I browse these forums frequently but haven't posted anything, so I guess I should start now.
This is a map I've been working on for a couple months. It's almost finished just like to get some feedback on it
thanks.
Update 06/03/2011 added some pillars to the lightning gun room like cityy suggested, switched the quad with the yellow armor, did a few tweaks here and there and fixed some clipping issues.
Sweet! Gonna check it out. May I ask you who you are and where you come from all of a sudden?
Alright, gave it a run.
I love the theme and the texture and modeling work you have here - things add up very well and the level of detail is alright too (except for maybe the PG area which is still a little naked).
Some things I noticed: http://img90.imageshack.us/img90/1885/shot0221.jpg - misplaced texture here http://img824.imageshack.us/img824/6416/shot0222p.jpg - visible caulk http://img823.imageshack.us/img823/1405/shot0223.jpg - this area felt a little open, maybe try to throw in a pillar.
I'm not sure about Quad placement - usually, having it on some kind of midair platform is not such a good idea because quad always has lots of challengers that fight for it. I'd suggest to move it to a lower area and put some armor up on the platform instead.
What gametype would you suggest for this map anyway? It felt alright for 2vs2 tdm - maybe a little too small for 4vs4. Duel could work too! Is it available on a server for some more playtesting?
Last edited by cityy on Mon Apr 25, 2011 8:11 pm, edited 1 time in total.
Haven`t played it against bots yet, but dang man! You would think this was a UT2K4 map or something, with all the intricate models / details that it uses. Veeerrry stylish. Like Hipshot said, I really wish we had stuff like this in Quake Live!
I know that this is a lot to say, but this map is the best one that has ever been made. I'm not just saying that because it's visually alluring, but the layout is very connective ... it's vertical too and there is a lack of those kind of maps. This had to have taken a shitload of time to make. I'm sold ... good job man. =)
Yeah, I made the assets. All the models and 3D textures were made in modo. I pretty much made them the way you make assets for doom 3 and quake 4 with a high resolution model baked into a low res then I used Photoshop to paint them . I used CGtextures.com for the base textures for overlays, things like that.
Sweet project! Just recognized two things: The textures on the stairs at the lower YA are a bit too stretched, and I don't know if it's just me feeling/seeing it: Those long broken girders hanging from the top are missing their broken parts somewhere.
Update 06/03/2011 added some pillars to the lightning gun room like cityy suggested, switched the quad with the yellow armor, did a few tweaks here and there and fixed some clipping issues.
Excellent textures, the layout makes for a lot of good skirmishes. A lot of the detail is very well crafted. It is weird that some of the decaying areas don't have rubble left over, but, a minor oversight in light of the accomplishment otherwise.
Thanks for the comments It's pretty close to being final . The reason why I didn't add any rubble was because I was afraid it would interfere with the player. I guess I could add some small stuff and just not clip it.
flipout wrote:Thanks for the comments It's pretty close to being final . The reason why I didn't add any rubble was because I was afraid it would interfere with the player. I guess I could add some small stuff and just not clip it.
You can create a shader to have your rock texture be made nonsolid so that the player is not affected by it.