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PVK_Island


Gaz

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Well seen as my buddy skjalg has posted his PVKII WIP I thought I'd post mine, you guys are generally very good at helping the asthetics of a map :) so your comments are greatly appreciated.

This is my map for PVKII called PVK_Island, its a remake of an original official pvk map that I created when I was 16 :shock: Im 22 now lol!

The gamemode is booty, where the Pirates and Vikings must steal the six chests from the knights. Once a chest is stolen, it needs to be taken to the teams starting point (apart from the knights). When a chests in a teams area, their counter starts to tick away, once the counter gets to 0 they win.

As the Knights start with the chests, their time is much longer than the pirates and vikings.

Anyway, some areas are still WIP, some are more complete. The less complete areas include the Hubb Jubb Cafe (tropical bar) and the Viking spawn.

Ive yet to change the skybox for a better one, and I'd like to add some bloom at somestage too :)

Anyway 56k death:

pvk_island280006.jpg

pvk_island280007.jpg

pvk_island280008.jpg

pvk_island280009.jpg

pvk_island280010.jpg

pvk_island280012.jpg

pvk_island280013.jpg

pvk_island280014.jpg

pvk_island280015.jpg

pvk_island280016.jpg

pvk_island280017.jpg

And a noclip for the layout:

island_layout.jpg

Comments and crits appreciated!

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Hey Hessi, what do you mean about the waterfall?

And regarding the seams, how would you recommend it? I don't want to use the same texture blended up from the floor onto the rocks, it just doesn't look right :( Not at least using the alpha blending.

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And regarding the seams, how would you recommend it? I don't want to use the same texture blended up from the floor onto the rocks, it just doesn't look right :( Not at least using the alpha blending.

try my "vertexalpha" tutorial

http://www.thomashess.net/index.php?cat=4

with this you can hide those textureborders above the watersurface at the ground. your textur is btw too white. make it lss opaque and user multiple waterfall "layers" (user multiple planes where you let the water scroll on) and make the one scroll faster then the other. maybe you should use different textures on those planes too. you can get a wave like effect with this.

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Thanks Friechamp I'll work with that :)

Hessi, I admit its a little opaque, I'll lesson the alpha, but its already got layers at diff speeds :P

PS: Regarding the seams, I was refering to the ground to the rock, not the waterfall stuff, I have that covered :) Unless thats what you meant, then great!

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the over all design feels very blocky. Everything on the top down can line up to 90 degrees. The shot with the viking ship especialy. Even thouh not everything is blocky, its aligned blocky and feels very...hl1'ish. Try to break that up with some angles. Are you going for photo real or a more stylised look for aesthetics?

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Its a layout based of the original that was on HL1 :) Top down it looks really blocky, alot of stuff disapears etc as it was a noclip from above, though I do agree that the Viking area needs more roundness :)

As I said the Cafe and Viking areas are the most unfinished on the map :)

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I think some of the textures are scaled up a bit too much which gives it a cute lego-ish look, but kinda destroys the feel a little. The interior texture scale of the blocks is bang on the money. As ferret said, it needs some different angles and some less chunky brushwork.

The theme is cool and I think it looks lovely, just needs a little more work on HL2-ising-inginging it :)

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When I first saw the map I felt like a koopa was going to drive by... but its still very nice looking. It just has that look to it.. the super blue sky, the lush green grass and some kind of trackway of cobblestones.

Still beautiful.. and its only the outside that's like that to me the insides are great.. so idk.

I think the wall brick texture looks a bit 'lego' ish like defrag said.

less blocky would benefit this map I agree. So now you have crits.. show us genius in return! :P

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