Author Topic: DM - Camade  (Read 7011 times)

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Offline Blue-ninja

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DM - Camade
« on: December 21, 2009, 07:19:01 pm »
Camade

By Blue-ninja
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A city-ish DM map. White dots = player spawns


(^Click To Enlarge^)

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This map is hosted by jrgp's Soldat Mapping Showcase

Offline VirtualTT

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Re: DM - Camade
« Reply #1 on: December 22, 2009, 01:36:12 am »
meh...
This ugly pattern on the texture is so ugly. Combined with the strange colouring and straight lines it makes visuals even worse. Except for dark squares in the bg nothing tells that this is a city map...  Layout might be nice if only not those vertical shafts.

Offline Furai

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Re: DM - Camade
« Reply #2 on: December 22, 2009, 02:47:54 pm »
I don't like this deadened tunnel in lower right part of the map.
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline Blacksheepboy

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Re: DM - Camade
« Reply #3 on: December 22, 2009, 02:50:24 pm »
Well, I like it. Offers a slightly varying dimension that consecutive routes do not really offer (aka hole up and defend).

Offline Blue-ninja

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Re: DM - Camade
« Reply #4 on: December 22, 2009, 06:02:12 pm »
Actual players-collideable layout. I really don't like dead end tunnels, per se.

DarkCrusade

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Re: DM - Camade
« Reply #5 on: December 23, 2009, 06:11:19 am »
Yes, VTT has proven that his personal text is not a joke.




I like the map. I like the simple visuals and I like the layout. Pretty cool stuff you do, BJ, donĀ“t let some fool make you insecure ;)

DarkCrusade

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Re: DM - Camade
« Reply #6 on: December 23, 2009, 07:39:31 am »
Lets keep this thread clear of dickery, okay? :)



Again: Nice map BJ ;)

Offline VirtualTT

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Re: DM - Camade
« Reply #7 on: December 24, 2009, 01:44:30 pm »
1. This texture has an obvious square pattern, but is being used not even without proper alignment with the map structures but even for the ground! Such an artificial pattern on the natural parts of islands is complitely unacceptable.

2. Those useless mapmaker-like overlapping polygons make it even worse.


3. These colours are horrible. What the hell is that random thing at the left???
« Last Edit: December 24, 2009, 01:46:05 pm by VirtualTT »

Offline Blacksheepboy

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Re: DM - Camade
« Reply #8 on: December 24, 2009, 03:05:39 pm »
I agree with the crazy colors. ^That was my first impression when I say them as well^ There isn't really anything to warrant their existence.

Offline L[0ne]R

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Re: DM - Camade
« Reply #9 on: December 24, 2009, 04:14:50 pm »
<designer's rant> This texture wasn't a good choice. Its pattern is too visible and doesn't look much like grass (you seem to have a lot of ground/grass-like terrain, while the texture looks like solid concrete).
Not a fan of the colors either. Colors themselves aren't bad, but all together they don't look very good. I'll try to be more specific and say that the "red" bits don't go well with greyish at the bottom left, and the parts around the waterfall look too cold and blue comparing to the warmer feel of the rest of the map. And yes, the rainbowish thingies look too random and have ugly color scheme.
</designer's rant>
Sceneries are fine though, nothing too crazy or distracting, but at the same time add some atmosphere and variety to different parts of the map.

Layout looks interesting and well-balanced. I don't see much of a problem with a few dead-ends. IMHO it's actually a good thing - they make good spots to hide in and reload, but also give a big disadvantage if you get yourself cornered there. The rest of the map seems well-balanced. My only concern is left side vs right side. Bunker thing on the right looks like a great defense spot, while left side looks weaker.

Polygon structure - yeah, too many unnecessary polygons.
1 - unnecessary increase in polycount
2 - more ways to polybug (i'm talking about those doesn't-collide bits inside polygons. If a word of some fun polybug spreads out - it'll be frequently abused just like in inf_Moonshine)
3 - makes smooth shading much harder
4 - very very messy if you or someone else decides to modify/remake the map (remaking Moonshine was a pain...)

In a few words - polygon structure and shading needs work, but other than that - a fine and balanced map.
« Last Edit: December 24, 2009, 04:17:09 pm by L[0ne]R »

DarkCrusade

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Re: DM - Camade
« Reply #10 on: December 24, 2009, 09:50:39 pm »
Come on, not every map needs to be a fucking masterpiece. I like those "oldschool" looks with that pattern and stuff, you only need to change some polygons types and it will be fine.

Offline Blue-ninja

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Re: DM - Camade
« Reply #11 on: December 24, 2009, 10:23:35 pm »
2. Those useless mapmaker-like overlapping polygons make it even worse.


That bothers you in-game? It's rather subtle.
3. These colours are horrible. What the hell is that random thing at the left???


A circus.

<designer's rant> This texture wasn't a good choice. Its pattern is too visible and doesn't look much like grass (you seem to have a lot of ground/grass-like terrain, while the texture looks like solid concrete).
Not a fan of the colors either. Colors themselves aren't bad, but all together they don't look very good. I'll try to be more specific and say that the "red" bits don't go well with greyish at the bottom left, and the parts around the waterfall look too cold and blue comparing to the warmer feel of the rest of the map. And yes, the rainbowish thingies look too random and have ugly color scheme.
</designer's rant>

Polygon structure - yeah, too many unnecessary polygons.
1 - unnecessary increase in polycount
2 - more ways to polybug (i'm talking about those doesn't-collide bits inside polygons. If a word of some fun polybug spreads out - it'll be frequently abused just like in inf_Moonshine)
3 - makes smooth shading much harder
4 - very very messy if you or someone else decides to modify/remake the map (remaking Moonshine was a pain...)

Designer's rant answer: I didn't want the waterfall to look very distracting. In fact, nothing on this map was made to be very distracting, save for the random circus-in-town thing at the left.

1. 256 polygons very well fit within the limits of low-resource polygon count. (700)

2. Have you found a way to abuse the polygons on this map yet?

3. Smooth shading was never a issue here, because I avoided it.

4. Hmm...was this supposed to be a default map? :)

Further explanation on the answer to #4. I deliberately made a map that was a hybrid between the old style polygons and the modern sceneries. Note that the scenery usage has a lot of .png sceneries, making it a map that needs better graphics cards. Everything is meant to be colorful, but not overly distracting--I wanted the gameplay the focus here.

While L[One]R pointed out the defensive side of the right side of the map, there's a offensive side on the left, thus why the balance of the map exists.

But as for the problems on this map visual-wise; yes, those blue water polygons have to go. And smiluu is right in asserting that I need to stretch the texture in some places. Overall, I consider everything here except the water and the lack of texture stretching to be an achievement in deliberately creating the map the way I envisioned it to be.

I'll be sure to modify the polygons in the city park places so they have better shading, and also making sure the doesn't collide polygons inside them is deleted. :)

Offline L[0ne]R

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Re: DM - Camade
« Reply #12 on: December 25, 2009, 12:34:43 am »
Well still, IMO it never hurts to keep polygon structure neat and organized. You might not have needed it this time, but you might need it in future maps, so it's a good practise to keep things clean.

But as for the problems on this map visual-wise; yes, those blue water polygons have to go.
Huh? I don't find anything wrong with water. Maybe it'd look better without a texture though. Just untexture it and see how it looks.

I'll be sure to modify the polygons in the city park places so they have better shading, and also making sure the doesn't collide polygons inside them is deleted. :)
What I like to do is set them to "bloody deadly", so that if someone accidentally (or not) polybugs himself - he'll die if he goes too deep into the ground. Also consider making outside of the map deadly too, in case someone spawns off-map (yes, it happens sometimes).

Offline Biggles

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Re: DM - Camade
« Reply #13 on: January 02, 2010, 10:08:35 pm »
Yes, VTT has proven that his personal text is not a joke.
Hes always been like that, as long as I remember. He certainly isn't f**king around when it comes to graphics,
but if he wants a visual competition he could atleast say so.

If someone wouldn't point out that the looks matters, everything would look nastily. And I hope that some better looking deathmatch maps might be added.

for the map, the looks seem pretty rare and I think that's a bonus but I wouldn't say it looks awesome that waterfall is annoying me abit, but it's never easy making them looking good.

Offline smiluu

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Re: DM - Camade
« Reply #14 on: January 03, 2010, 05:48:06 am »
This texture wasn't a good choice. Its pattern is too visible and....
This won't even show ingame, unless you desperately focus on the texture while trying to play.
More than 70% maps has visible patterns and nobody won't even realize that while playing. (Take Ash as example)
Even your fortress remake has the same big f**king "problem".

Offline VirtualTT

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Re: DM - Camade
« Reply #15 on: January 03, 2010, 03:10:56 pm »
YES! Ash has this big  f**king problem. It's texture completely unacceptable the way it is now. And the fact that most of soldat maps are total crap is no excuse for that.

Offline Dusty

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Re: DM - Camade
« Reply #16 on: January 03, 2010, 03:47:24 pm »
YES! Ash has this big  f**king problem. It's texture completely unacceptable the way it is now. And the fact that most of soldat maps are total crap is no excuse for that.

I suppose you spend your time looking at the texture instead of playing the game itself. Go ruin some other game please

Offline VirtualTT

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Re: DM - Camade
« Reply #17 on: January 03, 2010, 04:37:02 pm »
YES! Ash has this big  f**king problem. It's texture completely unacceptable the way it is now. And the fact that most of soldat maps are total crap is no excuse for that.

I suppose you spend your time looking at the texture instead of playing the game itself. Go ruin some other game please
I suppose that Soldat is a kind of game that can't be played without looking at the screen...

Offline Blacksheepboy

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Re: DM - Camade
« Reply #18 on: January 03, 2010, 05:09:07 pm »
I suppose that Soldat is a kind of game that can't be played without looking at the screen...
I'd nominate this for 'quote of the day' haha


Well still, IMO it never hurts to keep polygon structure neat and organized.

I uh, think Blue would know this. It's called style. Albeit it may not be the best. (personally I don't give a rip)
Look pal, face it, you don't have much clout. Yet.
(damnit, okay, this is going to bite me in the ass. did some research a little late)

I mean, c'mon, you talk like you're a know-it-all:
<designer's rant> This texture wasn't a good choice. Its pattern is too visible and doesn't look much like grass
That's no designer's rant. Sure it's a rant, but I don't give a rip for a texture that fits and I'm sure most players would agree.
« Last Edit: January 03, 2010, 05:39:44 pm by Blacksheepboy »

Offline L[0ne]R

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Re: DM - Camade
« Reply #19 on: January 03, 2010, 05:15:04 pm »
If someone wouldn't point out that the looks matters, everything would look nastily.
That.


If a map looks good - those who care about the looks will be happy. Those who don't care about the looks - why would it matter to you anyway? If you don't care about the looks - please go ahead and don't care all you like, but don't force your point of view onto others saying that all maps should be primitive and ugly.

Look pal, face it, you don't have much clout. Yet.
Not sure what clout means.
« Last Edit: January 03, 2010, 05:16:37 pm by L[0ne]R »