SonicDM Posted December 14, 2005 Report Share Posted December 14, 2005 This is a map i have been working on for a few weeks. I have the layout pretty much solid and need to flesh out the details now. here are some pics of the main areas. I have heard suggestions like i need to break up the skyline. Maybe some ideas on what to do there. even more pictures in http://www.sonicdm.cs-irc.com/mapping/de_something/?M=D Quote Link to comment Share on other sites More sharing options...
Meotwister Posted December 14, 2005 Report Share Posted December 14, 2005 well for one that's an obscene number of screenshots. Looking good so far, keep working on the brushwork which looks like you're biggest thing to do now. Quote Link to comment Share on other sites More sharing options...
SonicDM Posted December 14, 2005 Author Report Share Posted December 14, 2005 the huge amount of screenshots is because theres just so many areas that need work. Quote Link to comment Share on other sites More sharing options...
von*ferret Posted December 14, 2005 Report Share Posted December 14, 2005 you know my critiques however the curved archway doors dont make sense. Quote Link to comment Share on other sites More sharing options...
ReNo Posted December 14, 2005 Report Share Posted December 14, 2005 I feel like looking at those screenshots has taken me through 3 different maps or so. It needs more consistency in other words, but thats perhaps mostly down to the lack of detail to define the setting in most of the shots. Quote Link to comment Share on other sites More sharing options...
insta Posted December 14, 2005 Report Share Posted December 14, 2005 The outside areas remind me of Doom/Duke3d, the way all the walls have the same height. Also, I'm a bit confused as to what the setting of the map is. Forklifts, a very fancy bridge, a river, several very different types of corridors etc. There's no continuity, and even though you use a large variety of textures, none of the areas seem unique or stick out, it's more or less plain corridors with different textures (but, you said you hadn't started detailing yet) Oh yeah, and in this scene : http://www.sonicdm.cs-irc.com/mapping/d ... b60015.jpg Try to make some doors that fit with the "theme", which in this case would be...industrial, I guess. Square boring garagedoors will seem more in place there. Quote Link to comment Share on other sites More sharing options...
General Vivi Posted December 14, 2005 Report Share Posted December 14, 2005 your lighting looks nice . just work on your detail a bit. Quote Link to comment Share on other sites More sharing options...
SonicDM Posted December 14, 2005 Author Report Share Posted December 14, 2005 Ok i have started making the tunnel thing and what not into a finished product. I went with it being a storage room instead of whatever random stonebrick tunnel it was before. a little too prop heavy inside but im thinking of alternatives. \ Quote Link to comment Share on other sites More sharing options...
Schmung Posted December 14, 2005 Report Share Posted December 14, 2005 Yeah, it all seems a bit higgeldly piggedly and disjointed. Maybe adding detail will help that, but the constant height of the walls is certianly distracting. Also seems like you've got a lot of narrow corridors going on there and it feels rather HL1ish in that respect. Quote Link to comment Share on other sites More sharing options...
von*ferret Posted December 14, 2005 Report Share Posted December 14, 2005 Ok my suggestion. Completely rip the map apart aetheticaly. Remove all brushwork detail from the building walls. Apply the SAME generic texture for the whole building complex. Work from there. Do a two level building. For instance bottom level use brick, 2nd level use metal sheeting. Than start building up your aethetics from there. At the moment you're on the right track to getting a cohesive theme, but applying everything with the same textur and working fom there might help you make it look more natural. Keep going mate. Quote Link to comment Share on other sites More sharing options...
SonicDM Posted December 14, 2005 Author Report Share Posted December 14, 2005 Quote Link to comment Share on other sites More sharing options...
Pericolos0 Posted December 14, 2005 Report Share Posted December 14, 2005 it really feels like a hl1 map, you definiately need more height variation, things in the distance and maybe some better lighting Quote Link to comment Share on other sites More sharing options...
RD Posted December 14, 2005 Report Share Posted December 14, 2005 #1 post layout shot , i have a feeling the map is way too big #2 post less screenz #3 less halways, more map Quote Link to comment Share on other sites More sharing options...
Crackerjack Posted December 14, 2005 Report Share Posted December 14, 2005 As Reno said, I feel like i just looked at 3 or 4 different maps... you need to keep you themes consistent. You have a fancy bridge, to an industrial complex to what looks like aztec bricks. It appears as if you started this map with no idea of what you were going to do with it. Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted December 14, 2005 Report Share Posted December 14, 2005 Yes, I'd go with the feedback from Reno too. :arrow: Quote Link to comment Share on other sites More sharing options...
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