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dm_intense


BlisTer

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Interesting brushwork, but it lacks detail and especially sense.

If you can manage to combine such an interesting bw and lighting with detail and a certain amount of sense (any environment that the player can rerecognise, a high tech spacestation for example) it would come of nuch greater. The complete lack off a repetive theme in everything (textures, lighting, bw etc) really disturbs my eye here.

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Just to put this into a little context by the way, it was his entry into the Snarkpit's surrealism competition - the point of the contest was to avoid any real world / sci-fi / fantasy settings - so I guess that goes some way to explaining why it doesn't particularly resemble anything :)

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Interesting brushwork, but it lacks detail and especially sense.

If you can manage to combine such an interesting bw and lighting with detail and a certain amount of sense (any environment that the player can rerecognise, a high tech spacestation for example) it would come of nuch greater. The complete lack off a repetive theme in everything (textures, lighting, bw etc) really disturbs my eye here.

heya,

did you have a run around in it? it actually only uses a few textures, with the golden pulsating refract texture being the repeating theme everywhere -although sometimes only subtle present. I didnt want to go for the obvious elements of a spacestation, just a not-of-this-earth-architecture-base with this surreal presence in it.

The large lights are present in most of the map and the other lights only use 2 different "lamps", they're just oriented differently to keep it interesting.

i'm aware that i could have gone more in detail in some places, but i didnt do so to keep it a high fps map that runs smoothly for 8+ players.

i agree that the bw lacks repetetiveness, but in my opinion this isnt necesseraly a bad thing : helps for orientation in dm

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Your level has a lot of potential but I'm afraid it fell short in a lot of aspects. For instance your theme. I couldn't find a great consistent theme asside from the golden texture you made. But thats too weak to hold a whole level together. If you had merged the golden texture with the circular tube lights you had you could've pushed it a little farther. You have some nice architecture but you can't make a level simply on architecture when they dont match. For instance some rooms have some interesting arch work, than other rooms are simply cut out blocks. Removes the player from any sense of atmosphere. ALso you need to refine your lighting in areas. Some areas have consistent themed lightings, other are just a bland red. The last thing I'd mention is landmarks. ALl of your items,weapons, and so forth need to have a land mark marking the place they spawn as "special" so players can have a mental picture. I'd say "unfinish" this map and refine it for another release.

I see you already saw my other comment. 5/10 in my opinion is average not bad. A consistent theme is needed, you need landmarks within your theme to give locations for gamers. There is a large difference.

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Just to put this into a little context by the way, it was his entry into the Snarkpit's surrealism competition - the point of the contest was to avoid any real world / sci-fi / fantasy settings - so I guess that goes some way to explaining why it doesn't particularly resemble anything

would have needed to know that before, why don`t you tell that to the audience BliSter? ;)

That changes my view on the map, although the map still doesn`t completely convince me.

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I had a run around this one - it's kinda like an UT level in places. Way too dark down some corridors too.

Overall, it's a pretty cool looking map, but I'm not sure it'd be all that fun to play - some poor clipping means it's too easy to get trapped. I also feel it's too large to be all that fun to play - it's too slow to navigate and I don't think you'd encounter other players that much.

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