dm_parkinggarage

Reveal what you have made so far and get feedback on development.

Postby ShaDoW on Sun Apr 10, 2005 1:56 pm

Dev textures are just plain easy to keep yourself to the correct proportions of a map. But it's also something handy when you have to scrap a whole piece of the map in its design phase. If something doesn't work in terms of gameplay, it just doesn't work.

At such a point, the dev textures allow you to just change that piece of the puzzle, without having to worry about anything such as textures and what have you.

There's a good ratio between people constructing their map in the nodraw texture, and in the developer orange maps. Personally, I would just go with the dev textures. In the end, you can still let Hammer replace any developer texture with nodraw.

But as stated previously, any level designer should just stick with what feels most comfortable for him or her.

On behalf of the map, I would say it's making progress. Although that we as viewer can't really give you that much feedback on a map in it's very early phase. Try to keep some variety in your texture work, don't overuse.
Last edited by ShaDoW on Sun Apr 10, 2005 2:51 pm, edited 1 time in total.
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Postby RabidGoat on Sun Apr 10, 2005 2:37 pm

thanks everyone for letting me know that its O.K. to use dev textures.

however, I would really appreciate some feedback on the map itself.......good or bad, I would like to hear it. I know you can't tell right now exactly what its going to look like when it is finished, but structure wise. architecture good? bad? anything look funky? or really cool?
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Postby RabidGoat on Sun Apr 10, 2005 2:39 pm

..errr, didn't realize there was a second page already

thanks ShaDoW......and I agree with whomever told you that you had perfect grammer and spelling. Its awesome! ha-ha
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Postby RabidGoat on Sun Apr 10, 2005 2:45 pm

one more thing, I googled looking for a picture online of the parking garage that gave me my inspiration.....and could only find a really crap small and severe angle view of it, but notice the blocky concrete pillers that surround it

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It is also six stories tall, but I figured that would be too big for a DM level. I will try to borrow someones digital camera and go out to take pictures.
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Postby ShaDoW on Sun Apr 10, 2005 2:49 pm

Using good reference pictures will most certainly help you construct the garage.

However, keep in mind that a map derives from the gameplay, and not realism.
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Postby wiggle987 on Sun Apr 10, 2005 3:09 pm

Cr4ig wrote:I normally map using 3d Flat view also.


thats just weird :P
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Postby BaRRaKID on Sun Apr 10, 2005 5:07 pm

like wsa said everyone has their methods, so you also really can't criticise spartan method.. i don't use dev anymore, basically because i don't get the "feel" of the map using them, and by texturing it right away, i usually get more ideas for the rest of the map
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