Author Topic: ctf_Tunneling  (Read 1476 times)

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Offline MyiEye

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ctf_Tunneling
« on: July 30, 2007, 11:23:58 am »
OK, so I've now dumped mapmaker, cause everyone thought I was a noob :-\ and i've got another map on the way. I just need to add some scenery, spawnpoints and waypoints. I suck at waypoints, I've already tried once and failed, lol, but I'll try again maybe. Also I didn't use http://yossi.jrgp.org, abiously because the map's not ready, but tell me wat you think about everything. Thanks

"I gotta live like Jacob more holy less hip, by his grace Sho Baraka gone spit the real, been doing that Reach life before I got the deal, called to make mini-me's till the day that I die, so on my tombstone say, "he didn't die he multiplied"!"                                                  - Sho Baraka

Offline Eagles_Arrows

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Re: ctf_Tunneling
« Reply #1 on: July 30, 2007, 12:00:12 pm »
Over 2500 polygons and you didn't shade any of them yet?
It looks plain so far and I can imagine it being laggy and buggy as hell with so many polygons.  The layout has alot of unnecessary sub-routes.

And all WIP's should go in General Mapping Discussions.
« Last Edit: July 30, 2007, 12:01:48 pm by Eagles_Arrows »

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Offline BlueBerry Pie

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Re: ctf_Tunneling
« Reply #2 on: July 30, 2007, 12:30:33 pm »
The map has too many platforms like Eagles_Arrows pointed out.  Remove or connect some of them.  Also you need to add some more shading to this map because it looks so bland.  Also the colors for the central platforms are weird, change them to match with the rest of the map.  Personally I would scrap this map completely, but if you are willing to finish it take my advice and follow it through. ;)
BlueBerry Pie was here.

Offline andrelie

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Re: ctf_Tunneling
« Reply #3 on: July 30, 2007, 03:28:23 pm »
yeah... 2500+ polyes is just... wow... how can you make so many?
romeve some polyes and connect them (when you have removed some, as BlueBerry Pie said)
then make some more medkits + nade kits and maby some bonuses
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Offline MyiEye

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Re: ctf_Tunneling
« Reply #4 on: July 30, 2007, 04:51:09 pm »
Yeah i guess that's a heck of a lot of polys, but it comes from going over points and smoothing things out. I'm a big fan of smooth corners, hehe I don't think i'll do anything to this map, I'll just ditch it. MAybe in a few weeks i'll go back, but I'd still like ideas on game play, because I definately try for bettr gamepley rather than looks. In my newest map which isn't quite done, but I'll upload a pic in a second I've got some shading and it's actually the first time I've ever shaded my map o;o
"I gotta live like Jacob more holy less hip, by his grace Sho Baraka gone spit the real, been doing that Reach life before I got the deal, called to make mini-me's till the day that I die, so on my tombstone say, "he didn't die he multiplied"!"                                                  - Sho Baraka

Offline ~Niko~

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Re: ctf_Tunneling
« Reply #5 on: July 31, 2007, 09:58:24 am »
Where's the Scenery? Why lots of polygons? Them will make the map buggy, laggy or bouncy... (Don't do those detailed structures)
The layout has a lot of unnecessary sub-routes.And all WIP's should go in General Mapping Discussions.
I agree.