Author Topic: Wrought  (Read 1792 times)

0 Members and 2 Guests are viewing this topic.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Wrought
« on: August 31, 2007, 02:06:44 am »
Wrought

By Blue-ninja
__________________

A nice deathmatch map. Fairly speedy navigation, with equally good spawnpoints and medikit/grenade kit placement. On top of that, there's a freebie exploit somewhere on this map that lets you get outside of the map and do...fun things. Find it yourself. No PMs.


(^Click To Enlarge^)

________________________________________

Download / Rate on TMS
________________________________________

This Map Is Hosted By The Mapping Showcase

Offline ~Niko~

  • Rainbow Warrior
  • *****
  • Posts: 2410
Re: Wrought
« Reply #1 on: August 31, 2007, 03:38:17 am »
Too simple map. You missed add the name of the map and set the jet etc in the map settings...

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: Wrought
« Reply #2 on: August 31, 2007, 04:49:44 am »
Good layout idea, bad execution. Use a more rugged texture, less spike-edges; if you're making hanging stuff, make it at least a bit realistic. Use more lights and whatnot for the industrial theme, or poly art, because this way it looks immensely boring ( just check Division or Steel ). Less support.bmp's also.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Wrought
« Reply #3 on: August 31, 2007, 06:17:21 pm »
I tried using default sceneries for the map overview itself, but there aren't any good default light sceneries I can think of.

So how do I make the hanging polys more realistic?

Offline LeetFidle

  • Camper
  • ***
  • Posts: 277
  • Poop!
Re: Wrought
« Reply #4 on: September 01, 2007, 12:13:48 am »
werid. the colors dont work imo.
Holy Poop!

Offline Ttil_Np.csWoW

  • Major
  • *
  • Posts: 55
  • The Berserkers Are Coming....
Re: Wrought
« Reply #5 on: September 01, 2007, 12:41:34 am »
i like the style
I will be back to play soldat, just not now , but i will....... some day.

Offline Demonic

  • Global Moderator
  • Veteran
  • *****
  • Posts: 1548
  • All you hate!
Re: Wrought
« Reply #6 on: September 01, 2007, 03:03:45 am »
You don't have to change the hanging polys, just the scenery you used for them: look at how you placed some of those ropes. Do you think that a rock hanging from those ropes would be in that position? Re-align the ropes so the things look like they are actually hanging, and not being lifted from one side by some invisible divine force. Also, you could ditch the ground layer, and make a proper shading for the boundary walls, because this way it looks quite silly. If you really want to stick to layers, check some of Boxo's maps.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Wrought
« Reply #7 on: September 01, 2007, 04:47:43 am »
The hanging polys, noted.

The industrial-like texture, noted.

And the shading of the walls? Should it be generally the same shading as the large polys surrounding the ground and the ceiling?

And I want to keep the ground layer, because that's the style I intended from the start. I'd shade it better and more realistically, but I don't want the entire general shading to look repetitive and mundane.

Offline ace

  • Soldier
  • **
  • Posts: 142
  • Known as AFX.
    • My website :3
Re: Wrought
« Reply #8 on: September 01, 2007, 05:46:44 am »
Waypointed?


Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Wrought
« Reply #9 on: September 01, 2007, 04:17:02 pm »
Sorry, no. I don't think waypointing is a neccessity in mapping because I don't play offline very much, except for debugging my own maps.