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You could potentially and easily put flags at the two dead ends and make this a decent ctf
This is your map without your 1.5+ MB of sceneries. Now, some other maps will overload on realistic sceneries for maps weighing in at several megabytes in the name of realism. I don't like that, but, fine, whatever. What bothers me about this map is that most of this could have been done with some good polygon shading and coloring. A similar background could be culled together from smart usage of blank.png and other flat sceneries. Sure, it won't look quite as sharp as your pre-rendered backgrounds, but it'd look close enough for most and would be a much smaller file size. Just something to consider.if you're going to just paint backgrounds and load them over transparent polygons, then I'd think you'd at least create something more fantastic looking than what are essentially pre-rendered flat polygons.
As I thought, the perspective is kinda screwed up, but I would rate it pure 10/10 because it's just so awesome.You could try my advice so you could get the same angles of every object on your next map if you ever make it(hopefully). I think it would fit in soldat and give it that realistic 3d arcade feeling
I don't understand do you mean that there is a /faceplam commmand ?and this command should drop a random item ?
did u know that photoshop cs2-3 has the ability to decrease the size of an image - png,bmp etc etc by 10times without losing any quality map is nice but the layout aint my thing
nice job making a feckty map, unless you didnt paste an image over the polys. then Im sorry for posting this.
Hi! Well, "3D maps" in soldat aren't a new idea. What is new here is the way that you used to give this 3D aspect... and I think that you could use your habilities with 3D rendering for improving your mapping skills.First I have to say that you've made a great job with your sceneries but I also say that your map is just a group of good sceneries behind invisble polygons. It reminds me a kind of "chroma key map style".Gameplay sucks for a lot of things... Layout is bad, and it is impossible to know where the player can pass or not. There are a lot of problems with the polygons usage too. The soldier walking on your map really looks strange; The perspective doesn't fit with the polygons strucutre in many points and the colors of your sceneries are so distoant of soldat appearance causing the feeling to be on a "chroma".As a mapper, you're new and seems don't know much about it. Look, I don't see the realistic maps (with 3D fx or not) as a problem. I like then and I've seen on the other topic that it should be on a futuristic mod so I think that different maps like this one would be appropriate for your plans.There are some ways to create 3D fx in a map just using polygons, maybe a multitexture and some sceneries. You should look some maps. You also should remember that Soldat is a 2D game and we'll never give a perfect 3D look for our maps. So you can break some "perspective rules" to create a 3d atmosphere and a good map. That's one of the techinques which I often use...Keep your work. And on the next time, try to combinate visible polygons with your awesome sceneries on a good layout and maybe we will have a fckn great map. sorry for my English...