Author Topic: DM Grotto  (Read 3161 times)

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Offline LordDB

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DM Grotto
« on: June 07, 2007, 11:24:13 pm »
My second map release :)

This time I made sure to take a little more logical approach to the poly construction. For my second try I tried experimenting with "negative space" design, that is, building with the playing space in mind, not the boundaries. Also some small custom scenery gfx. Map is waypointed, and IMO plays very well with up to 8 bots. Not much cover though, you might want to keep moving!

As always, comments and feedback greatly appreciated.

LordDB



Offline iDante

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Re: DM Grotto
« Reply #1 on: June 08, 2007, 12:00:16 am »
Overall a nice map.
Looks are nice, I don't quite like the bright green polys but its ok I guess. Add a layer of shorter grass in the middle on top of the polys so that it just looks a bit more real. Aso those bats look... wrong. I guess I just don't like that they are still. Also make the shading a bit different throughout the map, like the base color of the polys doesn't vary throughout it.
Gameplay is good, one thing I don't like is how round all the playing parts are. Make a few of them irregular shapes, circles get old fast.

Good map, though. Maybe make everything a bit darker, just to add to the graveyard effect.

Offline strogluns

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Re: DM Grotto
« Reply #2 on: June 08, 2007, 02:34:43 am »
not bad.
But 's not as good as your other one:
This one is to basic. nothing original...

"Follow the Great Strogluns. You wont be disapointed."(Book of the Cerebral Ever-circling Shadows, Gen. 3.15)

Offline wedding

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Re: DM Grotto
« Reply #3 on: June 08, 2007, 03:46:04 am »
Map is nice but the shadeing at the external edges should be darker for my taste! But the gameplay seems to be pretty nice! Btw: It reminds me a bit of tropicave [from the polygon-placement!]
Good Job!

GRTZ:

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Sex is like Hacking.You get in, you get out,then you hope that you didn't leave something behind that can be traced back to you.

Offline Keron Cyst

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Re: DM Grotto
« Reply #4 on: June 08, 2007, 02:08:29 pm »
Those lime-green objects are completely out-of-place with the rest of the map; if you're going to keep them, I highly recommend darkening them greatly. The icicles were very finely used. It could use some texture-stretching, and more radical shading, and perhaps a few bushes and trees but otherwise this is quite a clean, nice map for a second. Keep at it.

Offline Eagles_Arrows

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Re: DM Grotto
« Reply #5 on: June 08, 2007, 02:26:38 pm »
Pros:
-Nice shading overall
-Nice use of icicles.bmp
-Decent layout provides fast-paced gameplay.

Cons:
-The grass.  It doesn't really fit at all with the terrain, imo.  Some should be set to Middle position.
-Tombstones are out of scale.  Are they tombstones for dwarfs or something?  In addition, the lime-green coloring makes them look weird.
-Some icicles should be set to Middle, if not Front, for realistic purposes.
-Needs more medikit & nade spawns
-Needs a yellow flag spawn for Pointmatch.
-One scenery is "floating"
-Needs some more vegetation scenery (as Keron said)
-Lots of polybugs.

Other:
-You don't need the "DM_" extension for Deathmatch maps.  Anything without a ctf_, inf_ or htf_ tag will automatically be recognized by Soldat as a Deathmatch map.

This is an impressive map for a second.  Only a few mapping newbies like you start out with some good maps like this one and your other work, Hellbound.  Keep mapping; I look forward to your future works.
« Last Edit: June 08, 2007, 02:30:26 pm by Eagles_Arrows »

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

Offline LordDB

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Re: DM Grotto
« Reply #6 on: June 08, 2007, 02:37:30 pm »
Cons:
...
-Lots of polybugs.

What are those? I tried to ensure all my polys shared vertices so players/bots don't get stuck. Some that I missed?

Offline Eagles_Arrows

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Re: DM Grotto
« Reply #7 on: June 08, 2007, 02:55:02 pm »
Cons:
...
-Lots of polybugs.

What are those? I tried to ensure all my polys shared vertices so players/bots don't get stuck. Some that I missed?

The problem is not getting stuck in the polygons, but rather, getting repelled by them.  When a soldat tries to walk up a terrain, he will be pushed back by the vertices.  To fix this, you must overlap polygons, not connect them by vertices.



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

Offline LordDB

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Re: DM Grotto
« Reply #8 on: June 08, 2007, 03:03:41 pm »
The problem is not getting stuck in the polygons, but rather, getting repelled by them.  When a soldat tries to walk up a terrain, he will be pushed back by the vertices.  To fix this, you must overlap polygons, not connect them by vertices.




Ahh, I understand now. Thanks for the tip. I will fix this (and other things) and re-release soon.

Offline Red Neck

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Re: DM Grotto
« Reply #9 on: June 08, 2007, 04:26:07 pm »
just some feedback, i agree with all the above, i do look forward to further maps from you, i especailly liked how red hellbound was ;D

The Specialist

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Re: DM Grotto
« Reply #10 on: June 08, 2007, 10:13:19 pm »
The layout of this map will give it fast-paced game-play.  This map itself isn't bad.

Offline ~Niko~

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Re: DM Grotto
« Reply #11 on: June 26, 2007, 05:49:10 am »
Good shading at the top and nice use of icicles coloring them, but there's a lot of grass, you should send more grass to front for make 3D cave, if you put all back, the terrain is plain, try coloring more next time  (some browns and greys on the rocks) ;D