WIP Map -1 reply

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Frozen33

Finland rulez! :D

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18th June 2009

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#1 9 years ago

I have a map that is soon ready. :)

I'll post pictures of it when im testing it :D

The maps name for now is bespin :nodding:

picture 1 = main room with scripted npc's.

picture1hyd.jpg Picture 2 = The glass floor you see is a "wampa pit"

picture2aey.jpgPicture 3 = the starting area. you start near the ship and you can hear a little humming sound.

picture3r.jpgPicture 4 = The door opener. He walk's back and forth the corridor and to the main hall. the door is attached to the main hall, so if you kill him when the door opens it can't be opend again!

picture4e.jpg

That were the pictures of this day :cool:

there will be new pictures tomorrow (I think :lookaround:)

Under work (for now):

  • look of building when looking at map in start
  • The rest of the building including: Rebel HQ, medical center, communications room, restaurant (maybe), and more :)
  • Geting all the scripts working perfectly!
  • Secret room(s) :cool:

URL%5D




Authuran

Queef Richards

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2nd October 2005

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#2 9 years ago

Is this ur first map?




Jedi_Hero

JK2/JKA Halo 3 TC

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13th May 2009

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#3 9 years ago

kinda reminds me of JKO and seems alot of fun.If this is your fist map then I AM AMAZED!




Pande

Sexeh like teh gizmo

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9th April 2008

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#4 9 years ago

Tips:

1. logical reasoning. Think of how an object will be used. For example, that large glass landing pad. Would they construct it totally out of weak glass? Perhaps a frame? Some supports? 2. Texturing in your last pic is stretched. You can use the FIT tool with varying Width repeat settings until it looks natural. Also, more control can be found by editing the Horizontal Stretch above.




Frozen33

Finland rulez! :D

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18th June 2009

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#5 9 years ago

Well this is my first working map. :)

This map is is in beta yet but if someone wants to look at the map I could send a pk3 file. :)

If you have any suggestions how to make this map better please post it here :nodding:

EDIT:

The textures should maybe be replaced by better one's but i'll first try to build the map.

(pk3 coming soon)

Pande;4924098Tips:

1. logical reasoning. Think of how an object will be used. For example, that large glass landing pad. Would they construct it totally out of weak glass? Perhaps a frame? Some supports?[/QUOTE]

I have fixed the glass landing pad by putting some supports.

[QUOTE=Pande;4924098] 2. Texturing in your last pic is stretched. You can use the FIT tool with varying Width repeat settings until it looks natural. Also, more control can be found by editing the Horizontal Stretch above.

Yeah I know it was so late when I posted and mapped that corridor that I just putted something in there. :)

It's fixed too now. :D




Frozen33

Finland rulez! :D

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18th June 2009

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#6 9 years ago

New pictures!

I've continued on the map an re-textured it.

The starting area:

picture5t.jpg The new main hall:

picture6l.jpg way to main hall from spawn:

picture7tsi.jpg The corridor:

picture8p.jpg The new part:

picture9j.jpgpicture4wuj.jpgpicture3o.jpg

That were the uppdates for now (14:42 Finnish time GMT +2). :) )

(Im sorry for the bad quality of some pictures :) )

Keep the suggestions swarming in!




Frozen33

Finland rulez! :D

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18th June 2009

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#7 9 years ago

The map is coming forward nicely.

Im building the last areas and scripting the last npc's before beta release.

The beta version is not the whole map and should be released today or tomorrow (If I have time). :)

I'll try to make the map seem like it's floting in the air by a machine room (with many pressable buttons :D) in the beta map (If I have time :)).

oh ,I forgot to put the pictures in spoiler's :banghead:




Guest

I didn't make it!

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#8 9 years ago

Okay, I am not writing this text just to condescend you or be mean. I am just giving simple criticism that will improve your level designing skills.

First of all, you gotta think as how it is in real life. If you walk in a corridor, you dont have flat walls without anything on them.. you have panels and trims and various objects in the hall that will just fill out the environment.

The main tip is to think realistically.. do not just put boxes in maps because you cant think of any other ornaments to hide behind, but instead think of where you are. If you are in a hangar for instance you could create small docking stations and ships on them, and small cranes and car vehicles.

If you have a simple hall you could create a broken wall with a simple cover to prevent people from going close to it. Basically just think "If I saw a certain room, what would be in it?" Boxes are terribly bland and boring, and you see them everywhere, and people need some protection and ornaments while fighting.

Play alot of base maps, and download "First" maps and other maps with base textures, and try to avoid the horribly overused ones. If you are good you can create a map where people wont recognise every single texture in the place and can almost say the name of it.

Again, details can cover up some textures to make them look new and custom created. Explore in maps whom have weird names and see if you can find anything.

Now for some specified tips on your current map.

Avoid the bespin sky, and maybe try a night sky for a change. You can create really awesome lights and light effects if its a night.

Lighting is a problem in your map, and makes some parts of the map look meta compiled. Basically, stick to a color schedule, and different colors will create a room interesting. Remember though that the lightsource has to have the color that lights up the room.

Lightsources is a must. If there weren't a lightsource, such as a lamp, where would the lights come from? You need to stick to some colors to just not create a discoball light in your rooms.

As it looks now, your building is floating in the sky. Maybe this is intended but for me it looks kind of weird, and to avoid this is to create some sort of terrain or basically a flat surface with a terrain texture.

You could also create some house environment with a basic ground texture as it would be outside, but that would take some time to make it look good I think.




GlitchMasterShmit

One and only...

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24th April 2007

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#9 9 years ago

actually, there are plenty of places that look just like his map.




Frozen33

Finland rulez! :D

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18th June 2009

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#10 9 years ago

Juggernut;4924726Okay, I am not writing this text just to condescend you or be mean. I am just giving simple criticism that will improve your level designing skills.

First of all, you gotta think as how it is in real life. If you walk in a corridor, you dont have flat walls without anything on them.. you have panels and trims and various objects in the hall that will just fill out the environment.

The main tip is to think realistically.. do not just put boxes in maps because you cant think of any other ornaments to hide behind, but instead think of where you are. If you are in a hangar for instance you could create small docking stations and ships on them, and small cranes and car vehicles.

If you have a simple hall you could create a broken wall with a simple cover to prevent people from going close to it. Basically just think "If I saw a certain room, what would be in it?" Boxes are terribly bland and boring, and you see them everywhere, and people need some protection and ornaments while fighting.

Play alot of base maps, and download "First" maps and other maps with base textures, and try to avoid the horribly overused ones. If you are good you can create a map where people wont recognise every single texture in the place and can almost say the name of it.

Again, details can cover up some textures to make them look new and custom created. Explore in maps whom have weird names and see if you can find anything.

Now for some specified tips on your current map.

Avoid the bespin sky, and maybe try a night sky for a change. You can create really awesome lights and light effects if its a night.

Lighting is a problem in your map, and makes some parts of the map look meta compiled. Basically, stick to a color schedule, and different colors will create a room interesting. Remember though that the lightsource has to have the color that lights up the room.

Lightsources is a must. If there weren't a lightsource, such as a lamp, where would the lights come from? You need to stick to some colors to just not create a discoball light in your rooms.

As it looks now, your building is floating in the sky. Maybe this is intended but for me it looks kind of weird, and to avoid this is to create some sort of terrain or basically a flat surface with a terrain texture.

You could also create some house environment with a basic ground texture as it would be outside, but that would take some time to make it look good I think.

Thank you for the ideas and i'll try to use all the idea's but as I've written it's just beta and there are so many things to do so i'll release new versions of the beta map when I have it uppgraded it. :nodding:

I am going to uppgrade the map so much I can. :)

Currently working with:

  • Elevators that lead you down to the bottom floor.
  • Main way
  • textures
  • look of map inside/outside
  • scripting npc's

I'll try to fix as much as I can today. :nodding:




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