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pvk_fort map WIP

  • Skjalg
  • January 29, 2006 at 8:01 AM
  • Skjalg
    • January 29, 2006 at 8:01 AM
    • #1

    Been working on this on and off for a couple of weeks now and I thought its about time i get some good critics on the forum instead of spamming #mapcore after each compile

    The map is for Pirates, Vikings and Knights 2. The pictures feature the Pirate start and some of the paths to the main meeting place. There are some custom textures and props made by the PVK2 team + contributors i think.

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/012906/pvk_fort4.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/012906/pvk_fort5.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/012906/pvk_fort6.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/pvk_fo…6/pvk_fort2.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/pvk_fo…6/pvk_fort4.jpg]

    [Blocked Image: http://skjalg.mapmonger.com/gfx/wip/012906/pvk_fort2.jpg]

    If you want a closer look, or just some old pictures, please visit

    My Website

    C&C please. Also, I'f you'd like to contribute to this map by giving it an overhaul texturewise or perhaps make some cool models (mainly plants and wall decorations) please dont hesiate to mail me.

  • RD
    • January 29, 2006 at 9:14 AM
    • #2

    I dig it completely. That knight model is brilliant btw

  • Taylor Swift
    • January 29, 2006 at 9:19 AM
    • #3

    Hey that's nice skjalg but you could change the sky?

  • JAL
    • January 29, 2006 at 9:37 AM
    • #4

    Huge castle. I like the castle, I dislike the tree models

    pvk2 will be 3rd person?

  • Skjalg
    • January 29, 2006 at 9:45 AM
    • #5
    Quote from RD

    I dig it completely. That knight model is brilliant btw

    Thanks yea, the knight model is awesome, you should really look forward to playing this game, such cool sounds when you hit the guy

    Quote from Nz-Nexus

    Hey that's nice skjalg but you could change the sky?

    To what?, I'm open for suggestions

    Quote from JAL

    Huge castle. I like the castle, I dislike the tree models pvk2 will be 3rd person?

    Thanks dude I'll be on the lookout for some better trees then.. And no, PVK2 will probably be in 1st person like PVK. I just did sv_cheats 1 to get the knight in the shot, since its so awesome

  • Oski
    • January 29, 2006 at 10:50 AM
    • #6

    That yellow light by the fires is to yellow in my opinion, more orange will will make it look warmer and more realistic. Some of the 90 degrees edges could be just a bit rounded to look more smooth. Keep it up.

  • RA7
    • January 29, 2006 at 12:28 PM
    • #7

    NICEE!!!

  • PS_Mouse
    • January 29, 2006 at 2:36 PM
    • #8

    Sorry for not getting around to commenting on this when you first showed it to me.

    But yeah, prosauce.

  • ReNo
    • January 29, 2006 at 3:12 PM
    • #9

    I love the knight in that second last shot - the shininess of the armour and the running animation (as much as you can tell from a screenshot) look freakin' fantastic. I hope there is a 1st/3rd person option put in there

    Map looks cool too, exteriors far more so than interiors though. It's probably the lighting that is harming the interiors the most - as Oski said it is possibly a bit too yellow which tends to make things look really gaudy and repulsive. You could also benefit from more architectural detail in there - how about some wooden framework up the walls and supporting the ceiling in the corridor?

    As for the exteriors, the repetition of the walls is obviously going to be somewhat necessary for the theme, but you could possibly take a few measures to break up the huge surfaces. The arrow slits you seem too few and far between to me - I know there weren't normally thousands of the things but I think having a few more would help break up the vast walls. Some large scale stain overlays may also help, or some moss overlay (bug your texture artists ) creeping up the walls from the grass and rocks? I don't know if it would necessarily look right, but it might be worth experimenting with some exterior pillars up the walls too.

    Keep it up anyway man, this is looking cool.

    Oh, and if you haven't, go buy/play ICO right now. Best castle inspiration and reference ever commited to a PS2 game

  • Minos
    • January 29, 2006 at 3:36 PM
    • #10

    I dig the exteriors but the interiors really need some work. It lacks detail and better lighting.

    Some custom textures wouldn't harm either. They ain't that hard to make... (stone walls are easy).

  • Schmung
    • January 29, 2006 at 4:34 PM
    • #11

    Might want to put some damage into those forts, cannon holes or something similar. It looks a little lifeless somehow, as if it's just been put there. There don't seem to be any signs of it being used. Maybe some more variation in that stone texture? Some more apparent weathering, a bit of bird shit, that kind of thing.

  • curman
    • January 29, 2006 at 4:37 PM
    • #12

    I think what is really needed is some type on interior right there. What would be grand is if you could create some type of model for a longtable. With fancy narrow chairs about it. And make the tabletop surface reflective, would look awesome.

  • DaanO
    • January 29, 2006 at 5:51 PM
    • #13

    Please change the yellow lights, they remind me of my first HL deathmatch map

  • von*ferret
    • January 29, 2006 at 7:07 PM
    • #14

    I do not like the yellow lighting at all. Dont like the colors. Flesh out some depth in those walls with who knows....wood things coming out of them? Just try to get some depth! nice thoguh

  • Mazy
    • January 29, 2006 at 7:39 PM
    • #15

    What ferret said, also those trees look kinda weird :G

    Apart from that, good stuff Skjalgie

  • Section_Ei8ht
    • January 29, 2006 at 8:24 PM
    • #16

    maybe its just me, but everything seems too dull. Even the exteriors. Looking sweet, just needs more outside and alot more inside. I'm speaking mostly in terms of architecture.

  • Skjalg
    • January 29, 2006 at 9:51 PM
    • #17
    Quote from Oski

    That yellow light by the fires is to yellow in my opinion, more orange will will make it look warmer and more realistic. Some of the 90 degrees edges could be just a bit rounded to look more smooth. Keep it up.

    I've rounded off most edges, but as many other people mentioned i need better arcitecture inside.. I'll see if i can do something cool with wood. (Not much else to use)

    Quote from Schmung

    Might want to put some damage into those forts, cannon holes or something similar. It looks a little lifeless somehow, as if it's just been put there. There don't seem to be any signs of it being used. Maybe some more variation in that stone texture? Some more apparent weathering, a bit of bird shit, that kind of thing.

    Damage to the castle is out of the question, I decided that when i started to make the map, because almost all castle map that has ever been made is damaged just because it looks better. If i can make this look good undamaged, I think it would be better What i haven't put in yet is banners. Old castles had loads of them, I'll get someone to start working on it immediatly.

    Quote from von*ferret

    I do not like the yellow lighting at all. Dont like the colors. Flesh out some depth in those walls with who knows....wood things coming out of them? Just try to get some depth! nice thoguh

    Thanks, I'll change the lighting (since everyone seems to hate it ). Now that you guys point it out its fairly obvious that it sux. (In my defence, I used a different monitor setting when i set those values and they seemed okay at the time). I'll also work more on indoor arcitecture. But the thing is, its a fort/castle, it thrives on the simplicity of warfare. But I'll sure try to dig up some more ref's on what they might look like indoors. (Haven't check that part yet).

    Thanks for all the C&C guys, expect more pictures later with nice warmer lighting

  • ⌐■_■
    • January 29, 2006 at 11:15 PM
    • #18

    since IMO all proper feedback allready has been given I just want to add: nice map! Keep updating us with new screenshots!

    Tips to give walls more depth:

    + add decals (duh)

    + add displacements on small parts

    + make some bricks stick out

    + add pillars

  • von*ferret
    • January 30, 2006 at 12:16 AM
    • #19

    You could simply make a bunch of prop models that are just extruded rocks and than place those aruond randomly to give some depth. Or even take wood beams and have them extrude out of the walls some what as though they are for something inside? who knows. Tons of possiblities.

  • MJ
    • January 30, 2006 at 1:09 AM
    • #20

    castles rule.

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