Author Topic: Inf_Messiah Updated!  (Read 2461 times)

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Offline Wraithlike

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Inf_Messiah Updated!
« on: December 13, 2006, 02:22:15 am »
My new inf map. Provides a long flat layout, but has enough routes to keep from being boring. It has waypoints that are so bad they'd make keron cry, but they are playable, and it lets you fight bots.

Update: added third route afrer water, made bridge sexier. Thinned out trees. Darkened castle and bridge. Made minor wypt fixes.

First Pic is not changed.

Please re-download

über credit to Avarax for his scenery from the beautiful Ctf_cs_Celtic. And more then that to VTT, who made all the beautiful vegitation scenery in this map.
« Last Edit: December 14, 2006, 08:38:36 pm by Wraithlike »

Offline ultraman

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Re: Inf_Messiah with waypoints!
« Reply #1 on: December 13, 2006, 02:56:50 am »
Hmmmm, nice looks, good scenery as usual, although the lack of routes may cause similar issues to inf_cove. Nice texturing, but the castle stands out a bit too much (same problem as htf_evening). Maybe darkening it a bit would help?

EDIT: I just realised you can go in the water under the bridge, maybe add a tunnel starting from the lake and coming up under the castle? Just a thought.

Offline Avarax

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Re: Inf_Messiah with waypoints!
« Reply #2 on: December 13, 2006, 05:47:59 am »
ava no likey, ava wants less trees, ava wants prettier bridge, ava wants credits for using his scenery and ava wants better overall fitting together of the single elements

EDIT:
oh, and ava thinks that that temple looks kind of out of place and weirdly shaded
« Last Edit: December 13, 2006, 08:06:10 am by Avarax »
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Offline AlphaVergo

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Re: Inf_Messiah with waypoints!
« Reply #3 on: December 13, 2006, 07:24:04 am »
I like ultraman's comment and I think this map would be awesome with a little scenery and path adjustment, however nice map I like it.
"Rule 83: Always make shure the enemy is dead"...especially when it's me.

Offline Wraithlike

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Re: Inf_Messiah Updated!
« Reply #4 on: December 13, 2006, 06:28:36 pm »
I've updated, please redownload. I tried to fix what you all pointed out.

Offline ultraman

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Re: Inf_Messiah Updated!
« Reply #5 on: December 13, 2006, 10:26:52 pm »
Someone followed my advice O.o
It looks loads better in terms of gameplay, and bridge is looks sexier too. Now sort out the temple structure and you're golden ;)

Offline Boxo

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Re: Inf_Messiah Updated!
« Reply #6 on: December 14, 2006, 11:55:27 am »
The updated one looks better but,

-The backgrounds in the added tunnel and the flag church (or more likely a dark heathen temple) blend with the polygons confusingly so you can't see where the polygons start and BG ends and they're very distracting.
-BG colour on the surface makes bullets hard to see.
-People will hide behind the polygon-pillars in the flag-house and camp the hell out of everyone.
-The piers are bugged.
-The blocking bridge-pillars are unnecessary, confusing.

These are all technical things though, the layout looks like it would work well with better execution.
« Last Edit: December 14, 2006, 11:57:33 am by Boxo »

Offline VirtualTT

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Re: Inf_Messiah Updated!
« Reply #7 on: December 14, 2006, 12:25:41 pm »
 >:(
This map is ~70% made of my sceneries, it copies style and layout elements from my tw_Battlefield... and no credit to me...  ???

Altogether this map is very untidy - polygon count is too low, scenery placement and colours are quite ugly at many places... etc...

*smites Wraithlike

Offline Wraithlike

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Re: Inf_Messiah Updated!
« Reply #8 on: December 14, 2006, 12:50:20 pm »
Sorry, uber credit to you too VTT. I didn't credit you because you released the scenery publically, and I figured that everyone would understand that it's yours.
« Last Edit: December 14, 2006, 12:53:54 pm by Wraithlike »

Offline Mothafix

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Re: Inf_Messiah Updated!
« Reply #9 on: December 14, 2006, 01:05:59 pm »
>:(
This map is ~70% made of my sceneries, it copies style and layout elements from my tw_Battlefield... and no credit to me...  ???

Altogether this map is very untidy - polygon count is too low, scenery placement and colours are quite ugly at many places... etc...

*smites Wraithlike

Polycount is too low? A map doesn't need 2000 polygons to be good.

Offline VirtualTT

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Re: Inf_Messiah Updated!
« Reply #10 on: December 14, 2006, 01:30:15 pm »
By low polygon count i mean that sharp angles and long straight lines dont fit such natural landscape.

Also I suggest to use jpg for screenshots (or to swith to another programm if you are using paint, becouse paint can't provide proper png compression and anyway png format can't provide same lavel of compression as jpg)