Ramparts

davethewave

L1: Registered
Jun 10, 2009
9
0
My first map that is very loosely based on de_nuke. Just hoping to get some input from other mappers on where it needs some adjustments. Still a WIP so textures and objects were mainly thrown in so it wasn't so boring.

And i'm aware of the vent problem, you just need to duck at the start and end. I need to fix that :p
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Haven't got a chance to play it yet.

From the screens it looks pretty good, but a few things stand out.

The railings that clip through the rocks look a little odd.

The lamps I think are alright in some spots, but out of place in others. I can see them haning more in natural dirt floor caves. But I think once someone has built spytech stuff inside them with floors and everything they'd probably use electric lights.
Use the lamps more as a facade in the cave entrances so form outside it looks like a mineshaft. But once inside the spytech base keep it spytech.
(assuming there is an outside cave entrance...)
---------
I'll give better feedback after I actually play it though.
 

davethewave

L1: Registered
Jun 10, 2009
9
0
Thanks man i appreciate the time.

Like i said in regards to textures i really just threw a bunch of stuff on. For the theme i'm still not quite set on what i'm going for, I like the idea that its on the inside of a cave, somewhat like a bomb shelter, or in a hatch. But we'll see, the outside of the map is going to be on the water i think or at least rain, that's why I've used those angled windows so much, and why i've kept the middle open for now.

As for pulling it all together, I'll get around to that once i've got the core gameplay down and balanced the map accordingly.