72hr lovely 72

Ain't it lovely?

  1. ibex

    aa ibex

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    lovely - Ain't it lovely?

    An ode to garden.

    Turned out oddly like lakeside, so I kinda went with it.
    Uses Spud's ivy, Sean's jungle assets, and EArkham's mirrored upward rocks. (And of course ABS's resources.)
     
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  2. zahndah

    aa zahndah professional letter

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    This map is lovely. The geometry is really nice and it looks lovely and has foliage around making it even nicer. But, it feels kind of strange because the way its arranged means that its like loads of super long areas connected. Every area / lobby or whatever is the width of the entire map with nothing separating them along that axis. I'm finding this hard to explain so ill grab a screenshot.

    koth_lovely_720000.jpg
    Every single one of those red lines is what you can see across, there are only walls seperating areas horizontaly on this screenshot, and almost nothing vertically on it.
     
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  3. ibex

    aa ibex

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    Yeah tbh there are going to be some bad sight lines that I'll have to deal with, but I haven't gotten it tested yet to see whether the lanes are much of an issue. I threw it on the bot like 12 hours ago, but idk when it'll see testing because burnout.

    I definitely didn't plan much of the map besides the center, and just sort of built outward from there. After the second building lane it felt like lakeside to me, so I went with it. I tried to keep myself to right angles, arches, and circles to preserve the type of architecture style I was making up, but if it does affect gameplay too much I'll try to shake it up.

    Definitely got lazy when constructing the spawn and lobby; ran out of ideas and wanted to stick with the aqueduct/arch system. Kind of a boring area.

    Hope it ends up playing decently though.
     
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