CP Sandstone

Discussion in 'Map Factory' started by re1wind, Oct 19, 2010.

  1. re1wind

    aa re1wind

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    Cp_sandstone, as some of you may be aware of from the chat and wip in wip thread.

    This map started off as a concept test map (test_blah fyi), throwing some ideas, textures, and models together. weeks later you get this. planning map more detailed than some beta maps :-|

    Lets just say i got carried away...:laugh:


    its a 3 cp A/D map, with other plans in mind when i get the first alpha out.
     
  2. Mr.Late

    Mr.Late L7: Fancy Member

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    Quite well detailed for alpha :)

    But it is cool, I also do that
     
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  3. benhenry96

    benhenry96 L1: Registered

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    I like it very much :)
     
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  4. Nathan Quake

    Nathan Quake L1: Registered

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    I like the layout already and how the scenery fits well together. It feels like a sandy sort of map and you have used the textures well. It feels... comfortable.

    Weel done so far, want see see it finished!
     
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  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    As I was saying in chat earlier, it is very good. You should at least give us something we can run through and take a look at.
     
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  6. Prestige

    aa Prestige im not gay anymore

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    first pic reminds me of minebrawl
    i really like the detailing. is that a custom wavy sand texture or what?
     
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  7. re1wind

    aa re1wind

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    Yeah, i forgot to mention that. the wavey sand is indeed void's along with a bunch of his other textures and overlays. i've used some content from other people but i apologize for not remembering your names.

    its hard to compete with a lobster-dog...
     
  8. absurdistof

    aa absurdistof

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    As far as looks go, I think the map looks much better in shade with warm lighting, maybe contrasted with some light sun, but nothing as bright as the blue spawn.

    As far as gameplay goes, it looks a little large in terms of sightlines, and in the third screenshot, the metal path looks a little over powered.
     
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    those huge height differences might be a bit OP, but its very pretty, so i'll forgive it a lot
     
  10. re1wind

    aa re1wind

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    only playtesting will confirm or deny those suggestions (which i'm partially inclined to agree with).
     
  11. re1wind

    aa re1wind

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    recent work including model hand bridge.

    some inspiration came from badwater basin, hydro, and dustbowl. I am not going to bother fixing lighting anymore, or any significant detailing because i really need to get a playable version out.

    [​IMG]
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  12. Prestige

    aa Prestige im not gay anymore

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    definitely see the resemblance to dustbowl and badwater. the layout looks like just a straight line and rather repetitive.
     
  13. Wilson

    aa Wilson Burial by Sleep

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    Rewind and his funky geometry fetish. :p
     
  14. re1wind

    aa re1wind

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    You say that as if its a bad thing... :p

    I also now have an idea for that big straight building. Yup, more funky geometry.
     
  15. Buranek

    Buranek L1: Registered

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    Well done. Add some sunny lighting.
     
  16. re1wind

    aa re1wind

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    new wall, still needs something above it (pipes, fences?) to help hide the fact that there's a skybox wall above the building, and the cp on the tower is above the building's roof. also ignore the broken skybox fog.

    [​IMG]
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  17. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I don't like those sewer entrances; I think that you should remove the middle ones and replace them with the same ones that you have outside, but make some custom bars. As for the side ones, move the floor inside so the entire circular frame fits.
     
  18. re1wind

    aa re1wind

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    yeah, i'll get to those sewer entrances sometimes soon. for now, i remade one of the bridges with more variation and wear, while also playing around with the ground and cliff's ssbump maps, although i'm certain the cliff's are too detailed and, in the current map's state, draw too much attention away from the rest of the areas.
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    Ignore the bad texture, model uses the same texture as the new bridge but I haven't updated the model yet.
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