Author Topic: dm ruinzor  (Read 1856 times)

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Offline Iq Unlimited

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dm ruinzor
« on: February 10, 2007, 11:47:28 pm »
My first crappy attempt at multitexturing. My friends kind of liked it for the gameplay and it looks a good compared to what I've done so I decided to see what the soldatforumers would think about it. (Pales in comparison to VTTs maps :o)


OVERVIEW


Have fun, good luck seeing your bullets unless your using a mod like me :).

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Offline Keron Cyst

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Re: dm ruinzor
« Reply #1 on: February 11, 2007, 12:29:36 am »
It's all right, but I think you rely too much on scenery and don't have much strength in polygons and vertex-colors from what I can tell in this map. The layout is also too mechanical and flat, especially for a DeathMatch. I would normally object to posting with the objects shown (or at least, without an alternative overview which hides them), but the screen shows collider-walls, so I'll let that pass since I've something to remark on that; I think it would be better to have only-bullets-collide polygons there instead, unless you purposely want grenades to explode upon impact at those areas, since OBCs at least give a chance for very fast bullets to pass through.

I like the use of scenery and double-texture, but I highly recommend first thinking of a good map layout to start with. You may also want to study the default maps or others' maps here to get a good idea on how to set good polygonal colors. Keep working!

Offline Demonic

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Re: dm ruinzor
« Reply #2 on: February 11, 2007, 04:20:28 am »
*moderator strikes!*

Yeah, anyway. Colour the structure, or atleast shade it. Use less of the smog scenery, use a darker background for the building ( I imagine it renders projectiles impossible to see ), and keep in mind that all good DM maps have a circular route, so the gameplay isn't "back-and-forth" but more "round-n-round".