Author Topic: CTF_Dwell (feedback wanted)[updated]  (Read 1519 times)

0 Members and 1 Guest are viewing this topic.

Offline KorrupT MerC

  • Camper
  • ***
  • Posts: 275
  • Stoled it!
CTF_Dwell (feedback wanted)[updated]
« on: November 24, 2007, 09:08:27 pm »
Ok, this is my first map, its for ctf and its based in a dark cave-like place, creepy, yeah i know. So give me feedback on things i should add or take out or anything that can help my map look better. If you need a closer up image, so you can judge better, of the map of any certain area or anything of the sort just leave a message and where you want the screeny at.

I havent put any waypoints in yet, but im planning on attempting using imacheater's guide, hopefully i can do them :D

Full Map Screen[updated]

Alpha Side Maximized[updated]

Bravo Side Maximized[updated]

My favorite part of the map - Death Pit

So what do you think now? I really want feedback on the beams of light, does it look good or bad? is it too much?


« Last Edit: November 25, 2007, 02:17:25 am by KorrupT MerC »

In-Game --iH- {K}orrupT
CTF_Boscage | CTF_Ridge | CTF_Polar | CTF_Dusty

Offline imacheater2k7

  • Soldier
  • **
  • Posts: 169
  • Your friendly neighborhood semi-goth.
    • New VGN
Re: CTF_Dwell (feedback wanted)
« Reply #1 on: November 24, 2007, 10:16:02 pm »
Well, I'll try to make my tutorial the best it can be for you. If you have any waypointing questions that the guide can't answer, drop me a PM and I'll tell you. It'll also be something else to put in my guide.

As for the map... It's a very good map, but it's awful large for your first waypointing job... good luck. It could use a bit more Fog scenery (Middle and Back) to give it a better 'Cave' aesthetic look. And as for the 'P' spawn points... they're kind of useless in a CTF map, along with teams 3 and 4.

To make a beam of light, you might want to try creatively using the 'Blank' scenery. If you 'rotate' and 'scale' it properly and overlap them with proper opacities, they can make good beams of light. What the opacities should be is completely up to you.




Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #2 on: November 25, 2007, 06:18:26 am »
Well, visuals looks okay, but the texture is very plain, you must stretch it.
There are many platforms i believe. Try adding fire to the death pit. You can found those flames in maps like tw_Anoxi, just select them and export them to your map.
The first thing you should do is stretch the texture.
About the lights i like that effect of collision... GJ but still needs improvements.  :)

Offline KorrupT MerC

  • Camper
  • ***
  • Posts: 275
  • Stoled it!
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #3 on: November 25, 2007, 01:30:05 pm »
im new to this, so im not completely sure what the term 'stretch' means?

In-Game --iH- {K}orrupT
CTF_Boscage | CTF_Ridge | CTF_Polar | CTF_Dusty

Offline imacheater2k7

  • Soldier
  • **
  • Posts: 169
  • Your friendly neighborhood semi-goth.
    • New VGN
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #4 on: November 25, 2007, 01:41:07 pm »
You select an edge of a polygon and move it, thus stretching the texture, making it look different. Simple.




Offline KorrupT MerC

  • Camper
  • ***
  • Posts: 275
  • Stoled it!
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #5 on: November 25, 2007, 01:42:01 pm »
i figured as much but wanted to make sure before i fuck up my map ;)

In-Game --iH- {K}orrupT
CTF_Boscage | CTF_Ridge | CTF_Polar | CTF_Dusty

Offline imacheater2k7

  • Soldier
  • **
  • Posts: 169
  • Your friendly neighborhood semi-goth.
    • New VGN
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #6 on: November 25, 2007, 01:48:06 pm »
lol. You sure are putting an awful lot of detail into your first map. I'm proud of you.




Offline KorrupT MerC

  • Camper
  • ***
  • Posts: 275
  • Stoled it!
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #7 on: November 25, 2007, 01:54:33 pm »
mapping is kinda like website building... you start doing it, at first it sucks cuz you have no idea what your doing, but eventually you get the hang of it and start experimenting and it starts to become fun ;) I like the way its looking too ;)

Oh btw, is there anyway i can stretch multiple poly's without fucking up the way my map structure is? (i also dont see why stretching looks any better than the texture im using)

In-Game --iH- {K}orrupT
CTF_Boscage | CTF_Ridge | CTF_Polar | CTF_Dusty

Offline imacheater2k7

  • Soldier
  • **
  • Posts: 169
  • Your friendly neighborhood semi-goth.
    • New VGN
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #8 on: November 25, 2007, 01:57:00 pm »
(I never said you needed to stretch. I think it looks fine.)




Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #9 on: November 25, 2007, 02:15:20 pm »
Does the light start from nowhere? Or start from a barrel or so?
I think the light must have 70% of transparency...

Offline KorrupT MerC

  • Camper
  • ***
  • Posts: 275
  • Stoled it!
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #10 on: November 25, 2007, 02:28:47 pm »
Your right niko, i changed it to 50%. I tried to make it look like the light was coming from the moon, to which i have cracks in the upper part of the map (which are invisible polys so no one flys out) what i need to do is make the moon look like its glowing a bit, any ideas on how to work that out? Like maybe rays or just an overall glow of the moon?

In-Game --iH- {K}orrupT
CTF_Boscage | CTF_Ridge | CTF_Polar | CTF_Dusty

Offline imacheater2k7

  • Soldier
  • **
  • Posts: 169
  • Your friendly neighborhood semi-goth.
    • New VGN
Re: CTF_Dwell (feedback wanted)[updated]
« Reply #11 on: November 25, 2007, 03:40:10 pm »
Use the scenery attached to this post.

This should work.