Pl_Ambush

Discussion in 'WIP (Work in Progress)' started by 00000000000000000000000, Jul 21, 2008.

  1. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    I deleted the old one and I'm now starting over again. the old one had lots of problems like the walls being two thick and having hardly any nodraws. So far I just have the spawn room, but I'm detailing as I move from one section to another.

    Blue spawn (will be a lot bigger and have other buildings surrounding so it looks more like a base and not just a room):

    [​IMG]
    [​IMG]
    [​IMG]

    (constructive) Criticism please!
     
    Last edited: Jul 29, 2008
  2. nossie

    nossie L3: Member

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    looking good so far. make sure u have designed the whole map (or are u going off the top of your head? :p) also maybe try making those roofs have a slight bend in them to look more realistic

    and next time it would probably be better to change the settings for the model fading distance so we don't just see boxs :p

    otherwise good start :)
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

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    That blue building is looking great, but the layout is oddly familiar... :p
     
  4. Altaco

    Altaco L7: Fancy Member

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    That's what I was thinking, that spawn seems oddly familiar to the one in goldrush :)
     
  5. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    Damn...k should I change the layout or is it ok? The rest of the map will be completely different but I should be able to have the spawn like that right?
     
  6. Nineaxis

    aa Nineaxis Quack Doctor

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    You didn't copy and paste from Goldrush, so it's fine.
     
  7. Boonsaw

    Boonsaw L1: Registered

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    Yeah I think it's fine, just try to decorate it differently or such.

    But hey, I'm just a newbie :)
     
  8. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    Thanks guys. It's gonna be way different then goldrush anyway.
     
  9. Laz

    Laz L7: Fancy Member

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    we all take inspiration from official maps, but try and give them your own twist, so it isnt recognizable anymore :) like the red house on red defense in 1-1 on haywood started out as kinda like the one in goldrush, but with a twist :)
     
  10. Spacemonkeynz

    Spacemonkeynz L5: Dapper Member

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    Pretty good for your first map, nice start
     
  11. YM

    aa YM LVL100 YM

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    Looks like the first capture point is rediculously close to where the cart starts, and I mean rediculously.
     
  12. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    Oh that was just my example to see if it worked or not. Its not what it will be like in the end, I only made it close so it wouldn't take forever to see if it would cap or not.
     
  13. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    Update. Check first post.
     
  14. psihomir

    psihomir L4: Comfortable Member

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    Don't ever do that. I can't really stress this enough. It's the worst way you can approach a map. By all means get your layout done first and test it at least once to make sure everything is ok gameplay-wise. Then you can detail. Otherwise, you'd end up having to delete whole detailed areas and redoing them all over again, because they just won't play well. Trust me mate, there's no way you can get the gameplay right on the first try - I doubt anyone can :)
     
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    This is how i approach my maps, i'd hardly call it wrong. there are benefits to producing an undetailed layout first, especially if you are new to level design. You'll want to figure out the game entities etc. But once this is done there is nothing wholely bad about mapping as you go.

    I see something and i map it and if it doesn't work i work on it untill it works. Of course i understand what i am doing as an experienced mapper. At most i'll not set up an entity properly or accidently leak. Easily fixed, however. Expect to make more mistakes when not being so methodical but this isn't an issue as long as you are capable of fixing them as soon as they arise.
     
  16. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    OK. I have detailed the spawn but its taking too long you are right I should probably get on with the rest of the map without detailing thanks guys :D.
     
  17. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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  18. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    I feel bad that this is all I have done, but I can only work on a map for like 10 minutes without getting bored, and I don't do much in that 10 minutes.

    Update:

    Inside spawn building
    [​IMG]

    Outside blue spawn
    [​IMG]

    Bridge
    [​IMG]
     
  19. nossie

    nossie L3: Member

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    it looks good so far. but if i were u it is much easier if u go ahead and plan/make the layout of the whole map. then go back and detail... even if its just the floors and then u just make walls around them later..

    also are u gonna be able to go under that bridge?..
     
  20. 00000000000000000000000

    00000000000000000000000 L4: Comfortable Member

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    I'll try ;) No you can't go under the bridge.