[WIP] cp_u_turn_b1

Discussion in 'WIP (Work in Progress)' started by q2slinger, Dec 26, 2007.

  1. q2slinger

    q2slinger Guest

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  2. Snipergen

    Snipergen L13: Stunning Member

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    I like your displacement work but you use textures and colours wrong. They don't fit together, they are contrasting. Maybe work a bit more on that :)
     
  3. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    I agree with sniper. But what is that skybox you're using? It's gorgeous :) Also, those missiles need the Blu skin. All points considered though, this looks like a very promising start.
     
  4. Wiebbe

    Wiebbe L1: Registered

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    Indeed, the architecture looks promising, some of the textures may need some work.

    Also the CP in the red base, the angle of the "pit" looks way to steep. If you are going for a "real base where people" work kind of theme, which it kinda looks like because of the machines that are there, no way a forktruck would be able to drive up/down there without getting stuck :p
     
  5. q2slinger

    q2slinger Guest

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    Thanks for the feedback guys. Now that you mention it, I can see how some of the textures kind of clash. I'll work on it.

    The sky is: sky_day01_08.

    The pit might be unrealistic but hoping for some interesting game play. Might try to raise it up a little.
     
  6. Wiebbe

    Wiebbe L1: Registered

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    I took the scout of criticism for a complete run through your map. I like the flow and layout of the map, although the idea that 2 companies that are "fighting" are right next to each other is a funny idea, they could just break down the wall and go straight to the last CP basicly : P

    anyway, this is again just my thoughts about the map, you can use it or not ^^

    [​IMG]

    The texture on this wall, and the one right across it just looks waaaaay to streched out and feels very out of place. This is a combine texture? And you "fit" the texture? Try to use a concrete texture here from TF and see how it looks. Might make it a look a more cartoonish as well, its a bit darkish now.

    [​IMG]

    wow, now that is some strechting! May even be the same texture as the wall in the upper screenshot. change it!!

    [​IMG]

    Just some notes, you had player clipping in other hallways, but not here, add them to the light and venting thingy.

    [​IMG]

    This is a funny thing, the displacement is waaaay too high and you will get stuck here if you are running, if this spots kills you becuse you couldnt get away from a spy you will hate this map ; ). Fix the displacement or add a nice straight player clip over it.
     
  7. Wiebbe

    Wiebbe L1: Registered

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    [​IMG]

    Try to fir this texture, makes it look alot cleaner.

    [​IMG]

    Some brush clipping.

    Like i said, the flow of the map looks ok, but most of the area's are very open which might hinder gameplay for certain classes. But i guess a playtest will sort that out.

    Also, a scout is able to get into the vent exists in the pit rooms by jumping from the tires. Not sure what is there, but he could camp the door there with his scatter gun :p
     
  8. q2slinger

    q2slinger Guest

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    Wiebbe, thanks for taking the time to do such an in depth review:thumbup:!
    Can't believe I missed that one giant displacement spike.

    Here's an update to the map with screenshots:
    http://www.fpsbanana.com/maps/42434
     
  9. Scoobingsthe2nd

    Scoobingsthe2nd L4: Comfortable Member

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    From what I can tell from your screenshots, I would go with a dirt ground. The grass is for skyboxes, and so it doesn't look right.
     
  10. Tatws

    Tatws Guest

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    hey man, just came over to look at yours since I seemed to have stolen your name! lol. Your map looks excellent, I'll download it tomorrow when I've had some sleep and have a look around, but it looks ace.