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Author Topic: CTF_Dulock (In Progress) UPDATE#3 with Screenys  (Read 2227 times)

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Offline MyiEye

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CTF_Dulock (In Progress) UPDATE#3 with Screenys
« on: July 18, 2008, 05:29:00 pm »
So here's a map I'm working on. Any tips or comments are much appreciated. Thanks

UPDATE:

More comments and criticism would be AWESOME  ;D ;D!

UPDATE:


Screenys:


« Last Edit: August 01, 2008, 11:48:08 am by MyiEye »
"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 screamingeagle

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Re: CTF_Dulock (In Progress)
« Reply #1 on: July 18, 2008, 06:09:26 pm »
seems too simple for me no offense :D
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Offline Keron Cyst

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Re: CTF_Dulock (In Progress)
« Reply #2 on: July 19, 2008, 03:06:09 pm »
It would really help if you removed the grid during screenshots, because we're sure not going to see a grid in-game! :P
Is the bottom meant to be left open like that purposely? Seems a bit odd to not at least have an Equinox-like death pit, huh? If that section's completely done, it may pose a problem in Internet matches for people who jump off and respawn without dying.

It's a good map so far; I like the texture and coloring. But the bases are strange; I have a hunch that you put the flags between the two spikes at the bottom. I think it would be better to put them on the small boulder right above them. The boulder with the split tunnel looks very unnatural, with the sharp acute curve; this kind of map shouldn't have a manmade feel in any way, which both the two floating boulders at each base, the bottom spikes, and the ends of the landscape in the top and bottom corners feel like. The top middle boulders also come down rather steeply very quickly, and come to a sharp 90° angle; try to smooth this out.

Once the bottom is connected and a high-rise ceiling is imposed, I think this map could be pretty neat. :)

Offline MyiEye

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #3 on: July 30, 2008, 10:02:37 pm »
wow, that's the most constructive comment I've ever gotten on a map :D thanks. Yeah I definitely was not planning on leaving the bottom open and those boot like shaped rocks always did feel a little...not right. Thanks man. Oh, and next time no grid :D

Date Posted: July 20, 2008, 08:08:19 pm
w00t I updated it :D. pls comment :D :D
"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 ElSpec774

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #4 on: July 30, 2008, 10:18:52 pm »
Going great so far, the colors are a bit strange, but the entire map is unique.  Depending on how large this map is, the top route might be exposed to camping, spray, and sniper shots.  I suggest you highlight the entire upper wall where the platform below it is located and lower it so it's leveled with the two larger platforms below it.  But it really depends on how large the map is, if that area is wider than two screens, go for it, otherwise, it's not needed.

The clouds on the top route are terrible looking, re-do them and use opacity, anywhere from 50-75% should work fine and stretch it across the ground or along the upper wall.  Make sure that no other scenery in this map uses 100% opacity because it'll just look terrible, always use transparency in scenery, highest I would suggest 90-95%.  After you're done with changing the transparency, change the color settings, the icicles and the bunkers by the bases need it badly.

If this were my map I'd connect the two platforms in the teams bases.  There's no point to have a hole between the two.  Once you've done that, arrange the spawn points appropriately.

With those changes, this could be a great map.  I look forward to the final version.  And by any chance, is this your first map?  If it is, it's pretty good for a first.

Offline MyiEye

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #5 on: July 30, 2008, 10:30:49 pm »
Thanks bud you're a great help. I forgot about transparency lol, my bad. i'm sure it'll look a lot better all around. No this isn't my first map I've made a few here and there such as ctf_2 Kingdoms, which I'm quite proud of even though I think the game-play is pretty bad.

Depending on how large this map is, the top route might be exposed to camping, spray, and sniper shots.  I suggest you highlight the entire upper wall where the platform below it is located and lower it so it's leveled with the two larger platforms below it. 
Do you mean I should lower the little hanging platform as well as the roof above it?
If this were my map I'd connect the two platforms in the teams bases.  There's no point to have a hole between the two.  Once you've done that, arrange the spawn points appropriately.
You may be right, the way I have it could lead to nade spamming and stuff by the flags....hmm, I'll think about it.
Thanks again :D
"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 ElSpec774

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #6 on: July 30, 2008, 11:13:13 pm »
Do you mean I should lower the little hanging platform as well as the roof above it?

Yes, but as I said earlier, depends on size of that area.  Unless you provide an in-game screenshot or download link of the map, you'll have to use your best judgment.

You may be right, the way I have it could lead to nade spamming and stuff by the flags....hmm, I'll think about it.

Not that it'll cause nade spamming, although it is most likely possible, it just looks stupid.

Offline MyiEye

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #7 on: July 31, 2008, 08:36:37 pm »
ahem
"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 Horve

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #8 on: August 01, 2008, 09:04:01 am »
well they both look a lot like a mess
its like a rainbow, I see that you tried at boxo's weirdass surreal type, but he knows exactly what colours to use and having several completely opposite colours to eachother does not look appealing.
The layout itself is so basic that the map itself shouldn't be worth mentioning.
The scenery choice is a tad awkward (the clouds are too bright and icicles.bmp suck)
Otherwise I don't see flaws here.

Offline Mothafix

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #9 on: August 01, 2008, 09:25:46 am »
Why's there a poll with 2 exactly same looking maps? ???

Offline Snack

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #10 on: August 01, 2008, 09:51:59 am »
Look closer they're different [slightly].

Offline MyiEye

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Re: CTF_Dulock (In Progress) *UPDATED*
« Reply #11 on: August 01, 2008, 10:55:43 am »
lol it's all about the base area, whether it should be two platforms or only one
"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 ElSpec774

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Re: CTF_Dulock (In Progress) UPDATE#3 with Screenys
« Reply #12 on: August 02, 2008, 11:39:36 pm »
I think all the bigger problems have been resolved, but I'm still a bit edgy on the bases.  From where the flag is, I don't think the lower route will be used.  I guess the best thing to do would be then to remove the platforms entirely or place the flag spawn at another location.  Either next to the player spawns or near the edge of the yellow platforms by the bases would be best.

And for future advice, Horve or Viggoloniggolo gives one of the best judgments, feedback, and criticisms out of anyone on the entire forum, follow his advice and you'll have a good, clean, and playable map.  The other two would be Boxo and Demonic.

Offline Hair|Trigger

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Re: CTF_Dulock (In Progress) UPDATE#3 with Screenys
« Reply #13 on: August 04, 2008, 03:43:36 am »
The textures just feel.. ew

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Offline -Zombie-

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Re: CTF_Dulock (In Progress) UPDATE#3 with Screenys
« Reply #14 on: August 04, 2008, 03:56:26 am »
Man, i don't like the looks of those clouds being black or white, so in my opinion get rid of them ;)