Author Topic: inf/ctf Space Halls [1.0]  (Read 1782 times)

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Offline Blacksheepboy

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inf/ctf Space Halls [1.0]
« on: October 29, 2007, 03:24:38 am »
Space Halls [1.0]

Another "mockup" testing map that I felt like doing. This time, with a hallway concept and dimmer lighting. Also, a progressive climb to the flag concept. Simple and basic. Looks kinda nice though.

Overview



Yup, not much else to comment on. I guess I didn't add a planet into the background this time... More testing, so I just called this another "mockup."

I had some time today... I sure mapped a lot. The better maps that I made today have been swamped in the forums by a ton of other maps... So I decided to swamp them even more with even more of my own crap. Of course...that one person who mapped dm_Space Station inspired me to do testing. This is what I came up with.
« Last Edit: October 30, 2007, 07:18:25 pm by Blacksheepboy »

Offline ~Niko~

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Re: inf/ctf Space Halls [mockup]
« Reply #1 on: October 29, 2007, 09:25:09 am »
It's just a scenery as a background and transparent polygons... not much work, but looking is awesome.

Offline Blacksheepboy

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Re: inf/ctf Space Halls [mockup]
« Reply #2 on: October 29, 2007, 12:10:17 pm »
Actually, I did take time to shade the transparent polygons accordingly to look 3D. So if I just use the polygons, it would be virtually a similar effect. I know, a waste of time...because they're transparent but I did it anyways. This was suppose to be another test anyways, in which I'll probably make several more for the sake of things. Next, I might test an indoor sort of polygon shaping and lighting. These just help to give me a better idea of what I could do on normal Soldat maps.

El_Spec

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Re: inf/ctf Space Halls [mockup]
« Reply #3 on: October 29, 2007, 02:55:09 pm »
Needs more scenery.  Bland and empty, not so great for visuals.  Still looks pretty nice with the 3D effect.  I definitely want to see this map finished but don't make it Capture the Flag, based on the current layout.  Infiltration would be better.

Offline Blacksheepboy

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Re: inf/ctf Space Halls [mockup]
« Reply #4 on: October 29, 2007, 05:14:22 pm »
Hmm, sweet. You want to see it done. I didn't plan on continuing further :) but since you have inspired me, I guess I will. Thanks. The layout is pretty crappy though. It's kind of hard to plan out a 3d layout...well, I think maybe I'll remake some map of mine to work all 3d-like some day.

Where do you think I should put the flags? If it really was going to be inf.

Offline Iq Unlimited

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Re: inf/ctf Space Halls [mockup]
« Reply #5 on: October 29, 2007, 05:46:59 pm »
I stand by what I said, a big image with invisible polys = crappy map. No offence to your 3d graphics skills :p.

Offline Blacksheepboy

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Re: inf/ctf Space Halls [mockup]
« Reply #6 on: October 29, 2007, 10:40:40 pm »
Yeah, I still agree with you ;). It depends. I'll go both ways. My goal is to see if I can't make a great 3d map, but the only way I think that'd happen is if I copied one of my decent maps. Whatever map I'd copy I don't know :-\. But it'd be essencially the same layout...hmm.

Actually, doing this wasn't that hard either...I guess it took time to learn how to this type of stuff. A waste of time? I dunno. Haven't really gotten any good use out of it yet.

Offline di0xygen

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Re: inf/ctf Space Halls [mockup]
« Reply #7 on: October 30, 2007, 05:42:04 am »
Well not a bad start, actually, but you should go out you're way blacksheep, and actually make something out of the models. Platforms are pretty, kind of bland, try and simulate buildings, shapes, some more rounded, others square, bridges, windows. The possibilities of 3d are endless, simply exploit them and I'm sure a 3d map could be good.

Keep at it

Offline Blacksheepboy

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Version 1.0 Announcement
« Reply #8 on: October 30, 2007, 07:23:00 pm »
Version 1.0 Release

Here's a new version to hopefully spice things up. Didn't change any of the polystructure since I really couldn't :-\ but I did update some other things.

Updates:

  • Added waypoints for all you bot lovers (including myself...)
  • Made and added some 3D scenery, including a metal crate and two different types of barrels
  • With the added scenery, now there's stuff to hide behind and to block bullets

Not much else is different. Actually, really nothing else is different. That's the things with these 3D maps. It's a lot more work to change the layout :(

Offline poopdogg

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Re: inf/ctf Space Halls [1.0]
« Reply #9 on: November 04, 2007, 06:22:33 am »
its awesome!!!!! co'z its extra terrestrial...(i'm bored of playing jungles* everytime tho )


Date Posted: November 04, 2007, 06:20:19 am
this looks like the SMASH BROTHERS map<------ (its a game for kids).....

(Sorry if I am unintelligent, since the knowledge I have only comes from a school text book...)

Offline ~Niko~

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Re: inf/ctf Space Halls [1.0]
« Reply #10 on: November 04, 2007, 11:40:39 am »
Well now it looks a bit better, you still got to add something that will make this map greater. The quality difference between the barrels and the platforms looks a bit weird, you should do all sceneries with same quality.