Author Topic: ctf_sunset  (Read 1646 times)

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Offline Hello There

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ctf_sunset
« on: August 14, 2006, 09:56:46 pm »
Click for overview...
(v2)

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(v2)

Low route is themed to be deeper into the soil, that is why it is so dark.

Map is actually smoother than picture shows :(

Redone. Fixed:

Scenery Shortage, and open space. Threw in a top routeĀ  ;)

« Last Edit: August 15, 2006, 01:12:38 am by Hello There »

Offline Eagles_Arrows

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Re: ctf_sunset
« Reply #1 on: August 14, 2006, 10:11:19 pm »
Too much open space.

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline The Geologist

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Re: ctf_sunset
« Reply #2 on: August 14, 2006, 10:24:26 pm »
Whoa whoa whoa..the whole map is black man.

Even if it is a soil theme, go back and lighten things up a little bit.  Maybe bring the roof down to focus gameplay along the routes you've made.
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.

Offline jrgp

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Re: ctf_sunset
« Reply #3 on: August 14, 2006, 10:35:28 pm »
it really lacks scenery
There are other worlds than these

Offline iDante

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Re: ctf_sunset
« Reply #4 on: August 14, 2006, 10:43:10 pm »
No scenery in the middle that i noticed.

Offline The Geologist

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Re: ctf_sunset
« Reply #5 on: August 14, 2006, 10:49:58 pm »
An additional point after studying the map a bit more...make things a little sharper, maybe take out some of the smooth curviness of the map and the long tunnels, and add some relief, played to duck and hide.

And yes, more scenery would be good.  When adding scenery, make use of the tolls like transparency and color.  This can give the illusion of depth when you're placing sceneries in front, middle, or back.
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.

Offline Hello There

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Re: ctf_sunset
« Reply #6 on: August 15, 2006, 12:06:00 am »
Im not very good at doing scenery - i cant theme very well. I usually try to make a bunch of scenerys that fit the map but they seem to bring the map apart...

Other than that i am very good at light-scenery objects, i try not to stick to realism on my maps, this is one of the few that i have

Offline The Geologist

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Re: ctf_sunset
« Reply #7 on: August 15, 2006, 12:07:02 am »
Just because you're not good now isn't an excuse.  If you want to be good then practice.  Update the map, mess around with the scenery a bit and try things out.  The functions are there for a purpose, so use them and experiment.
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.

Offline Hello There

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Re: ctf_sunset
« Reply #8 on: August 15, 2006, 12:14:09 am »
... I just have one question, should i use grid while placing sceneries?


and is middle in front of gostek and behind polys?
« Last Edit: August 15, 2006, 12:35:08 am by Hello There »

Offline The Geologist

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Re: ctf_sunset
« Reply #9 on: August 15, 2006, 01:14:03 am »
Place sceneries without the grid.  The grid is best used for poly placement, and when I use the grid, I make a basic map design and then turn the grid off to move the polys around and smooth things out after.

Middle is behind polys, but in front of the Soldat.  For example, if you wanted to put up bushes or a column that the player would run behind, but you don't want it sticking out in front of the map, then middle is the way to go.
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.