So, I've decided to grab GTK Radiant and toy around with it and decided to create a map for my team that is based in JKA Version 1.00, the JK3 Warriors. The JK3 Warriors team is based off of the novel Warriors written by Erin Hunter. There are four divisions in the team, WindClan, ThunderClan, RiverClan and ShadowClan. In the novel, all four clans believe in celestial clan called StarClan, and I feel that heavily using rift textures would fit the theme of that map. Despite that I am creating a map for my team, I do not wish to place any of our tags around the map so that everyone is welcome to walk into it without feeling like they're intruding some place. I have invited people amongst 1.00 and 1.01 outside of this forum to help give me advice on the progression of my map. I'm no artist, so I will try to focus more onto the gameplay value of the map but I will try to make it look good with the best of my abilities. By the way, this is my first map. I will definitely have alot of questions as I progress into the development of the map. I am open to suggestions, but please do not be discouraged if I do not consider implementing it into my map. I may not even implement all of my own ideas and thoughts, it's a more "we will see where it goes" kind of deal.
Ideas and thoughts for the map:
- Two-three duel rooms
- Cafeteria, Bar or something alike
- Medical Bay or something alike
- Meditation Chamber or something alike
- Armory or something alike
- Bathrooms
- Outdoor area
- Training areas
- Member Rooms (just small rooms where members can stay)
- Gathering hall
I've spent a total of two days working on the main room, and I'm finally going to add an armory and then eventually make myself a hallway of some sort. My main room is pretty huge, and I have cut down that size alot, but it is still pretty big. In the June 30th screenies, I'm unsure how I can give the "armory" a red light.
XavantTheEnigma;4935540 I'm unsure how I can give the "armory" a red light.
Create a light in the room. With it selected, hit K and choose a color from the dialog.
Am I area portaling the door correctly? not sure how not to make it 1 unit thick. In the mean time, I will learn how to create and use button spawns.
This just in, I received a debug window of some sort.
Entity 0, Brush 276: Mixed detail and structural (defaulting to structural)
It looked like it automatically selected my area portal, what does that mean?
UPDATE: Hahaha, when I went to open up my door from the inside of my armory, I noticed z-fighting on the outside until I walked out of that room.
Mixed detail and structural : fix it by making sure the areaportal is structural, not detail.
With the main room, you might want to mix up textures a bit. ;) The floor looks a bit flat when looked at from a distance, and looks kinda bland as it's the only color for the floor besides the rock textures. Try adding a different color to represent a "walkway" through the room, or something to spruce it up a bit. Overall, can't wait for this to finish, sounds (and looks) like a fun level. So far it looks REALLY good, especially being your first map. :D
Some Updates!
Gee I wonder where I've seen that >.>; Fine, I admit, the armory is heavily influenced by the armory seen in Sithcouncilv2... I wonder if I can do anything... special to it though. I remember having armory sieges in sithcouncilv2. This map will be influenced by maps that I've played in, for sure.
@Mars I will definitely try to come up with a way to switch through the textures and see which one looks visually appealing. I don't want to stray too far from the rift theme of the map. Eye candy is hard man D:
I fixed that z-fight, er, hall of mirrors effect, it looks like misuse of areaportal. I must go fix that wierd wall issue seen in the screenshots, but all looks pretty good I think. Once I'm completely finished fixing the lighting and all else of the armory, I think I'll focus onto fixing up the textures and see what I can do to make it look less boring. Then I shall move onto hallways!
Looking good for a first map. I would try and do something to break up the repetitiveness of the wall and ceiling textures in the first few screenshots, perhaps some interior columning and/or roof detail.
Try looking around at other maps for inspiration: e.g.
Oh, and that main hall could do with some subtle blue lighting, on some of the wall lamps and around the column bases... They are blue textures after all!
Good luck
Oh man, curved details... my worst enemy so far. I spose I'll play around with it and see how far I go.
Messed with the armory textures.
quick question - what HUD is that you're using?
Nothing special, I think it was cg_hudfiles 1, or cg_hudfiles 0... Would it be a bad idea to place the medical room next to the armory?
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