#5118 posted by [Kona] on 2008/09/18 02:51:10
q4 - awesome :D
quit with the indoor tech though - try to do some outdoors stuff at least.
just about every single bloody doom3 custom level i've played is the same indoor shite from doom3.
just played the haunted house custom level for serious sam II. now this is a game with HUGE variety in design and themes, and yet this guy went off and created a completely unique theme and setting. this is what the id tech 4 really needs, more diversity.
it's no wonder unreal's engine dominates id's in terms of licensing.
 Outdoors
#5119 posted by PuLSaR on 2008/09/18 05:39:57
Outdoors are the things that i really love to make in maps for any game. My q4 map is divided into two sections, the first one is completely indoor and the second one is a mix of indoors and large scaled outdoors
 A Dirty Vis-skin ...
#5120 posted by T_Creutzenberg on 2008/09/23 13:04:14
#5121 posted by Trinca on 2008/09/23 13:09:48
looks nice pretty isn�t a Q1 map :p
#5122 posted by Trinca on 2008/09/23 13:11:07
petty not pretty :\
 Lighting's A Bit Too Saturated
#5123 posted by nitin on 2008/09/23 13:50:54
for that texture set IMHO.
What is it? Tourney or ffa?
#5124 posted by T_Creutzenberg on 2008/09/23 14:05:28
FFA. It's not intended to be used as a tourney map.
#5125 posted by gone on 2008/09/23 14:34:36
give me src map, Ill make it into q1sp
 Trinca...
#5126 posted by metlslime on 2008/09/23 19:04:48
you mean "pity"
 Hmm
#5127 posted by nonentity on 2008/09/23 21:21:11
Yes pity.
And for the love of gods, please stop pointing out whenever something isn't for Q1. We know you only play Q1, we don't care.
#5128 posted by Trinca on 2008/09/23 21:54:20
metlslime yes thks
nonentity i care... stfu
 So Care Quietly And Stop Shitting In Every Thread
#5129 posted by Lunaran on 2008/09/23 23:08:15
#5130 posted by [Kona] on 2008/09/24 04:00:53
Shitting is a natural human function we must do, some more than others
 Creutzenberg
#5131 posted by gb on 2008/09/24 21:39:20
That looks pretty good. Lol @ the German name. It's tempting to do that.
 Care Quietly
#5132 posted by pjw on 2008/09/28 05:09:24
That would be good on a shirt, or a bumper sticker. (Seriously.)
@T.C., that looks really nice, but...wow, it's certainly green, isn't it?
Green sky + green light from the sky (I think?) + green weapon markers + green flags + green liquid (I think?), etc.
Maybe at least make the liquid and sky differ, or if it's just the sky light, maybe desaturate it a notch? Or something?
Dunno, maybe it's just me.
 TF2 Map
#5133 posted by Zwiffle on 2008/09/28 20:15:22
#5134 posted by Trinka on 2008/09/28 20:36:30
looks fucking sexy petty it�s a map for total shit game tf2 :p
 Hmm
#5135 posted by nonentity on 2008/09/28 23:00:09
No.
Also;
Looks nice, especially shots 2 and 5. Don't play TF2, so don't know how the detail level compares to stock/other custom maps, but some of the walls/buildings look a bit sparse (shot 3 is a good example of this). Possibly more prop use would help. I'm aware that there is a limit to how many aircon fans you can place, but windows/inaccessible fire escapes/crates nailed to the side of a building mebe. Other than that, the general look of the level is nice, good intersection of buildings to create a varied hull/play space.
#5136 posted by - on 2008/09/29 05:45:30
Map is far too open, the layout favors scouts and snipers, but doesn't make it fun for them either.
Snipers are powerful only becuase the fog and openness makes any attack angle viable and gives them cover. So either they'll get couter sniped, or it's just shooting fish in a barrel.
Scouts are powerful because all the open area makes it difficult to hit them. But they aren't even going to have fun, as there aren't enough areas of height to jump along or otherwise get advantage.
Most of the other classes are screwed without the choke points, high ground, and tight areas to either fight through or defend.
In my opinion, what needs to be done is to tone down the fog and darkblue light. It is far too hard to see enemies at a distance and tell what team they are. The blue light also gives too much advantage to the BLU team. I'd use a brighter light blue color to still give the 'night time' feel without being overbearing. Fog needs to be thinned quite a bit overall.
http://img409.imageshack.us/my.php?image=mudfarmsuggest1mg2.jpg
http://img510.imageshack.us/my.php?image=mudfarmsuggest2uq4.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest3tf6.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest4ke0.jpg
 Zwiffle
#5137 posted by wrath on 2008/09/29 13:16:33
I agree with Scampie on pretty much everything he said. Trinka needs to be quiet while the grownups are talking. And it's good to see people branching out to other games.
#5138 posted by Real Trinca on 2008/09/29 13:56:34
People should use there own nicks and not other�s people nicks...
i dont give a shit about nothing...
wrath i didn�t wrote that...
so peace!
for who is trying to use my nick, get a life...
#5139 posted by Zwiffle on 2008/09/29 18:22:48
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.
Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?
Thanks for the feedback so far everyone.
 Zwiffle
#5140 posted by - on 2008/09/29 22:52:44
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn.
#5141 posted by Zwiffle on 2008/09/30 00:25:35
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead.
 Re #4954
#5142 posted by Spirit on 2008/10/03 14:17:54
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.html
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