Page 1 of 1
BlipTourney 1 (new custom map)
Posted: Tue Oct 25, 2005 12:18 am
by DRuM
Posted: Tue Oct 25, 2005 12:24 am
by Doomcore
Looks pretty boxy from pics....
Posted: Tue Oct 25, 2005 3:08 am
by MidnightQ4
as it should be
reminds me of a grey version of Roughinery from ut2k4
Posted: Tue Oct 25, 2005 3:11 am
by hemostick
That's it, Roughinery ! I barely played 2k4 but I've seen the map in a bunch of videos.
Posted: Tue Oct 25, 2005 10:44 am
by Oeloe
The texturing looks very dull.

The author could/should have added some trims with more colour, something like cpm1a. Edit: in order to make the different parts of the map more recognizable.
Posted: Tue Oct 25, 2005 10:52 am
by Eraser
Oeloe wrote:The texturing looks very dull.

The author could/should have added some trims with more colour, something like cpm1a.
lol, cpm1a isn't exactly the prime example of good texturing and geometry.
Posted: Tue Oct 25, 2005 11:10 am
by o'dium
Its not about detail its all about flow. Thats why Epic learnt their lesson the hard way with UT2k3, and for UT2k4 made levels that had better flow and less static meshes.
Just because you HAVE detail, doesn't mean you MUST use it.
Posted: Tue Oct 25, 2005 11:12 am
by MKJ
aye, UT2k3 maps have so much detail the normal sized corridor gets very cramped.
i must say that the fragging yard could do with a few less crates btw. its very easy to clip into one of those things and it'll take you a bit of wiggling to get out
Posted: Tue Oct 25, 2005 11:17 am
by Oeloe
Eraser wrote:lol, cpm1a isn't exactly the prime example of good texturing and geometry.
cpm1a is extremely easy to navigate though and it doesn't have any spots that can be confused with others (you know where you are at all times).
Of course it's about flow, but if there are parts in the map that look alike, different texturing and lighting must keep those areas recognizable or it will inhibit the flow.
Posted: Tue Oct 25, 2005 11:31 am
by Doomcore
I miss damn gothic maps....