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WIP DM_c17canals_b3

  • agentX*
  • January 7, 2005 at 7:38 PM
  • agentX*
    • January 7, 2005 at 7:38 PM
    • #1

    hello all, my first post here woot, any how i have been working on this map

    based from the canals(not intierly).i have been workin on this projct

    for sometime now(1 month) and im hopin to finish it for the contest.

    my maps based on alot of physics traps so ull to b on the look out

    for possible map hazards.

    heres some pics enjoy.

    rebel hideout

    [Blocked Image: http://img36.exs.cx/img36/9486/dmc17canalsb300191iu.jpg]

    physics trap

    [Blocked Image: http://img72.exs.cx/img72/8374/dmc17canalsb300201sh.jpg]

    portable foot ladder:rebels use to acces hidden areas.

    [Blocked Image: http://img36.exs.cx/img36/314/dmc17canalsb300187bn.jpg]

    tunnel

    [Blocked Image: http://img36.exs.cx/img36/3269/dmc17canalsb300144cl.jpg]

    sub-tunnel

    [Blocked Image: http://img75.exs.cx/img75/6905/dmc17canalsb300159yu.jpg]

    combine strong-hold

    [Blocked Image: http://img75.exs.cx/img75/9931/dmc17canalsb300138pr.jpg]

    upper free-way acces

    [Blocked Image: http://img75.exs.cx/img75/8496/dmc17canalsb300269bv.jpg]

    free-way strong-hold with physics trap!

    [Blocked Image: http://img75.exs.cx/img75/9213/dmc17canalsb300273cq.jpg]

    tunnel2 exit

    [Blocked Image: http://img14.exs.cx/img14/1756/dmc17canalsb300290rt.jpg]

    inside tunnel 2

    [Blocked Image: http://img14.exs.cx/img14/8509/dmc17canalsb300324zw.jpg]

    secret cave entrance

    [Blocked Image: http://img14.exs.cx/img14/5655/dmc17canalsb300319ib.jpg]

    secret cave

    [Blocked Image: http://img14.exs.cx/img14/790/dmc17canalsb300365qw.jpg]

    caves contuined

    [Blocked Image: http://img14.exs.cx/img14/6159/dmc17canalsb300376iu.jpg]

    toxic waste disposal area

    [Blocked Image: http://img157.exs.cx/img157/1967/dmc17canalsb300388zi.jpg]

    and finally toxic hole

    [Blocked Image: http://img157.exs.cx/img157/9003/dmc17canalsb300415hy.jpg]

    as u can see im almost finished, just finishing some areas and trying to

    make this map team based. opinions and comments are appreciated.

  • ShaDoW
    • January 7, 2005 at 7:43 PM
    • #2

    I don't know, I think it looks a bit messy / crowded. There's a few shots that look really decent, but the rest just gets very random if you ask me.

  • agentX*
    • January 7, 2005 at 7:48 PM
    • #3

    well its not that crowded beleive me, and yes there r some unfinished areas in pics. but i find the map being rather big.

    maybe you should beta test today and checks it out.ull find its not that crowded.

  • Spellbinder
    • January 7, 2005 at 8:55 PM
    • #4

    I think it looks great.

    It looks fitting for a team play based map.

    Since i haven´t tryied it i dont know if i could get cought in some places, it looks a bit cramped here and there though.

    But thats no hinder as long as i dont get stuck.

    The grass looks wired on some pics.

    Now im no mapper so maybe its just a tech thing and it doesnt look like that ingame.

    Any way gj on working on it for 1 month, i always have respect for ppl that put effort into their work.

    No matter the outcome.

    Spellbinder.

  • kleinluka
    • January 7, 2005 at 9:04 PM
    • #5

    I think it looks great. One thing i'd do is add some lights to the VERY DARK places in the map. Like those that are almost completely black.

  • RD
    • January 8, 2005 at 12:54 PM
    • #6

    I dunno what to think about this one. It looks pretty well build, but its messy, looks kinda cramped (dunno if it actually is) and not very appealing atmosphere. The best pic i think is the blue one with the dark pipe in the middle, and then the rest under that one. There i can see some kinda symmetry or aesthetics or a style, which isnt in any other shots!!!

  • RA7
    • January 8, 2005 at 1:22 PM
    • #7

    Mirror added for the B3, clix me SIG.

  • Marcos
    • January 8, 2005 at 4:13 PM
    • #8

    I agree with RD. Sadly enough I see more and more DM maps that have layouts similar to CS (many hallways connecting to some small choke points). I dont know about this map though, but juding from the screenshots i say yes..

  • mike-0
    • January 8, 2005 at 5:03 PM
    • #9

    I like it, even though it is pretty messily done. I know you tried to make it a messy map, but there are ways you shouldve done things that you didn't.

    [Blocked Image: http://img14.exs.cx/img14/6159/dmc17canalsb300376iu.jpg]

    Take that dirt / cattails out. I dont think there is dirt in sewers, much less cattails growing in the dirt in the sewers.

  • von*ferret
    • January 8, 2005 at 5:12 PM
    • #10

    or light for the cat tails to grow in? More like wtf is with pic 3? Its a screenshot of a prop.

  • agentX*
    • January 9, 2005 at 12:35 AM
    • #11

    well thx everybody for feedbak, i see alot of u noticed some of my unfinished work.heh

    as far as i no its not that cramped the only tight sopts r the tunnels, which

    r meant to b small due to the rebel breach,in the pic3 u speak about

    von*ferret is a rebel tool(portable foot lader) its used for rebels to access

    hidden areas, access to the caves faster,just access.

    tdm_c17canals is team based and will have objectives.on a pluse note

    i finally got the teAM SPAWNS workin so its comin along great.all i need is now is the objective and some minor brush work.

    well i leave with a pic: flamin tires!

    [Blocked Image: http://img54.exs.cx/img54/3676/dmc17canalsb300435cq.jpg]

    love those damn tires of fires!

  • Fullauto
    • January 9, 2005 at 1:53 AM
    • #12

    Lighting outside is nice, but please do something about the junk lying around. It's not that it looks messy (it's junk, right?), it's that it harasses my eyes. I can't concentrate on playing because there's too much crap distracting me.

    Inside - kill the dark spots. Put some lighting overhead - anything. Maybe drains from the surface leading into the sewage pipes?

  • agentX*
    • January 11, 2005 at 7:10 AM
    • #13

    some updated pics very close to final 98%

    pic 1:[Blocked Image: http://img102.exs.cx/img102/6761/dmc17canals00965hy.jpg]

    pic 2:[Blocked Image: http://img102.exs.cx/img102/2699/dmc17canals00974kw.jpg]

    pic 3:[Blocked Image: http://img102.exs.cx/img102/7760/dmc17canals00980sn.jpg]

    pic 4:barricade with sewer bars physics trap.

    [Blocked Image: http://img47.exs.cx/img47/3729/dmc17canals01007vd.jpg]

    dm_c17canals is still team-based with an objective

  • von*ferret
    • January 11, 2005 at 7:23 AM
    • #14

    stop showing pictures of just props. No one cares that you can put in a prop. Instead show angle pictures with how you utilized the props to enhance the environment properly. Get what im' saying lol? Its pretty late right now for me.

  • EraSerX
    • January 11, 2005 at 10:13 AM
    • #15

    I like it, it's a Work In Progress © but it looks promessing...

  • Taylor Swift
    • January 11, 2005 at 11:07 AM
    • #16
    Quote from von*ferret

    stop showing pictures of just props. No one cares that you can put in a prop. Instead show angle pictures with how you utilized the props to enhance the environment properly. Get what im' saying lol? Its pretty late right now for me.

    Agreed Von Ferret about the prop stuff. :-?

    A map with only props ain't cool cuz it's just prop full and makes it lagg.

    I had a map with only proppz almost everywhere, but that was bad cuz it was prop_overloaded.

    so man, just try to stay low and cool. Use more textures then poor props.

    Props is only something extra.

  • RD
    • January 11, 2005 at 2:52 PM
    • #17

    Im getting pretty sick of those fences...

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