|
Post by mmeaninglez on Nov 16, 2011 20:07:05 GMT -5
Here's a .zip file containing .ogz, .cfg, and a thumbnail image. I considered putting in some other pictures, but that's somewhat pointless if you have the actual file to look at. Lighting is very preliminary. No waypoints, though. When I mentioned those last post, I was just blabbering on. I'm not doing those just yet. I hope you like this map. Attachments:
|
|
|
Post by Suicizer on Nov 19, 2011 7:23:25 GMT -5
I've checked out the map and noticed the following things: - There are plenty of ways to navigate from base to base, which is a good thing, but there aren't a lot of tactical areas yet. Like when you enter the base from the side where you don't have to take a jumppad, that entry is just on the same level as the base is. Try to lower (or higher) the floor just before people enter the base, so there will be more flow. - Found some clipping mistakes inside buildings (like at pillars). - Death-material is added too high above the water and isn't making any sense because of that. It looks like your first falling to death by no reason, then your dead body crashes into the water. Be sure the death-material is just at the same level as the water is. - There is no proper reason why you die when you jump into the water. Is it toxic? Does some sharks swim around in it? Is the water unholy? No-one knows. So try to add some colour (as the theme is "templish", I would advice to make the water appear white, to look like it's pure and shouldn't be touched or something. - You've added pickups but also added cartridges. Pretty interesting choice. Any particular reason why? I can come up with some answers but really would like to hear them from you . - The textures are still pretty boring. The constrast of beige with grey is pretty good, but you've use just the same kind of texture everywhere. This makes it pretty boring to look at. The lighting is appearing the lime-stone texture too bright. Be sure to reduce it a little bit, but also add a more fitting skybox (as it seems like a bright sun is shining on the temples, but somehow there isn't any sun appearing in the sky). - There are no light-sources in the tunnels, while there is light. Be sure to add those. Seems like this could be a pretty solid map. There is still plenty of work to do tough. Keep it up!
|
|
|
Post by mmeaninglez on Nov 19, 2011 16:33:44 GMT -5
RE: lighting errors I am aware of the light in the tunnels with no source, as well as the other light errors. (I wanted to see if the tunnels looked better lighted or not) The lighting was preliminary. Some spots are too bright because I used a two '0' value lights instead of one. The reason for this is that with one, one side of the map would be noticeably darker than the other. Is there a variable to effect 'sunlight' fading? RE: weapons placement, especially cartridges. I will redo most, if not all, the weapons pickup, at least for balanced gameplay. I did some waypoints for some botmatch testing, and found some bad spots. As for the cartridges - I placed these mainly where I didn't want to add some good ammo, but wanted the pickup placement to appear balanced (there's something on one side, there should be something on the other side) I usually use pistol placed in combination with a rockets. Rockets are very powerful, and even a one box (5 rounds) goes a long way. (if there's a spot where it looks better to have two pickups, for instance, the raised spot behind the flag at each end, I'll pair rocket and cartridge. I think that one pickup in the middle of that spot would look out of place) Like I said, I think the weapons need some rebalancing - I think that I used a couple too many cartridges. One or two could be shotgun, I don''t have much of that. RE: bland textures I guess in could use more color, couldn't it. I'll work on that.
Thanks for your commentary, Suicizer.
|
|
|
Post by Suicizer on Nov 20, 2011 18:02:26 GMT -5
Pretty interesting answer about those cartridges and I was thinking the same. Another reason would be that the pistol has a maximum distance, unlike most of the other weapons (like the rifle). The distance between the flag and the entrances to the centre of the map are just in range of the pistol's maximum distance, which makes the weapon not that bad for using, as a rifle would probably instantly kill any players who leave or entry the base (which occurs into camping). The rockets could provide some spamming on the entrance, but also make sure the pistol is balanced because of it's weak damage. Imagen, when your opponent is entering the base just straight from the centre of the map and your standing at your flag. Using a rocket won't have much effect at all, because the distance between you and that particular player is too big, as he could just "strafe around" the rocket. Using the pistol won't deal much damage, but probably just enough to delete at least half of his HP, which makes the rockets finish the job from up close. This situation seems way more challenging than when you would have a rifle instead of a pistol and just kill that player with 3 shots (as you could assume he would have taken a YA). There is only 1 problem with this, only like 5% of all players (maybe even less) would consider using the pistol instead of searching for more or better weapons (like a rifle). The good part about that is, if they leave the base, they create a situation that the flag is defended less often. So they can be forced to use the pistol anyways.
|
|
|
Post by mmeaninglez on Nov 23, 2011 1:23:26 GMT -5
New .ogz file. The .zip folder's other contents are pics of the 'base' from various angles, to illustrate sight lines. The .cfg file hasn't changed, please use it from the previous post/upload. The stepped hill formation was designed to provide some clear lines of sight, while offering other ways that are less vulnerable. From the top at the flag, you can only defend from people coming up the center of the stairs. step a bit further forward, and you have a better line of sight of the entire stairs. However, if you are focusing entirely on this, enemies can get around the sides, and possibly shotgun or snipe oblivious you in the back. (aka stair-campers are far from invincible.) If you sit at the top of the stairs, you are still mostly protected and are an effective defender, but are blind to the other paths, is the point. Thanks for your feedback Suicizer! I used the "when you enter the base from the side where you don't have to take a jumppad, that entry is just on the same level as the base is. Try to lower (or higher) the floor just before people enter the base, so there will be more flow" idea. As for the water, I made it white-er, but I'm still figuring out how to make it seem dangerous. The only explanation I can give for the water is that I didn't want to make a floating temple - I wanted it to appear to be on the ground. I think it already looks enough like mbt1 and Valhalla without floating in midair also. Perhaps I'm thinking too much with the "Sonic the Hedgehog" part of my brain. (in Sonic games, generally water = death) I'll eventually find a way to keep the water from looking inviting and refreshing to players. On another note, I hope particles are allowed - they aren't mentioned in the rules. Fire is my main non-sun lightsource right now. Attachments:
|
|
|
Post by Suicizer on Nov 24, 2011 7:19:48 GMT -5
Well adding things like a chalice with some of the "holy" water in it (so just white water), would probably help understand the water shouldn't be touched. Maybe some banners would look cool either (as it could also help wipe out the lack of having a boring texture-stack). I'm pretty sure the map could look way better as it is now, but the basic shape has been created already.
|
|
|
Post by mmeaninglez on Nov 30, 2011 0:48:18 GMT -5
New .ogz and .cfg, as well as some pics of a couple other light themes I tried. none looked very good, but I feel that just a few changes wasn't enough to post by itself. Modification Today's lesson, check what files the pics are. I have accidentally posted mostly pics of unrelated maps, though the map files were correct at least. While I'm mentioning things, I'd like to thank Suicizer for all the helpful feedback that he's given me on this map so far. Attachments:
|
|
|
Post by Suicizer on Nov 30, 2011 5:46:47 GMT -5
Some feedback about my map wouldn't be a bad thing at all either, as it probably isn't just perfect . Of course, don't haste with this as I'm planning to update my participating map soon... But back to your map; The configuration-file of the techsoc textures aren't containing the glowmapped-textures by default. If you use them, you would get a way better result. Also, if you would use the egyptsoc textures, Razgriz once posted some additional textures which has been removed out of the default texturepack in Sauerbraten. You can obtain is just right under this line of text: www.quadropolis.us/node/3082There once was a content which was enchancing the default sauerbraten textures. Maybe it fits your map. It's also, just right under this line of text: quadropolis.us/node/2150Maybe that helps to improve your map even more! Edit: After checking out the map again, I noticed the doorways are actually too low for the flow of Sauerbraten, as you bump your head against them (really just all doorways :S). Also, why have you clipped the ceilings of the doorways when it would be just fine without the clip?
|
|
|
Post by mmeaninglez on Dec 9, 2011 16:53:03 GMT -5
Download files here: www.mediafire.com/?7ucc8w58klwgu3kThe file size has become too large for QMC. Generally, a few small improvements: -made some doors a little higher, though I didn't raise a few, because I'm trying to figure out what would look best for them - their current height was part of the map's planned appearance. Other than that, just a few fixes, a bit more cover and detail, fixed a bit of lighting.
|
|