team DM_spiral_tower_beta

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team DM_spiral_tower_beta

Postby moonracer1313 on Mon May 09, 2005 6:11 am

http://www.projectmoonracer.org/hl2/spiral.htm

The above link is a page with screenshots and a link to the zipped map file.

It is a team deathmatch map. Essentially one long hall with two rooms on either side and one in the center, but not quite that lame. Both teams on either side fight for territory. I tried for a map design that will give a change of pace and style to gameplay from typical maps I see. So it is very linear and the distance between bases adds a little more consiquence to dying (in theory).

I've done all I can for this map on my own and need some constructive criticism before I make a final edit. I also need playtesting and balancing ideas. Really any ideas are welcome.

This is my first map so I don't have new textures or models. Just working with the basics until I get them down. Then I'll work on learning that stuff. I did get a little creative with brushwork, but nothing too fancy.


Thanks ahead for any feedback,
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Postby Yoshi on Mon May 09, 2005 6:30 am

not bad, but the textures are a bit boring sometimes and it's rather emtpy, but you can sort that out, can't you? :twisted:
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Postby showNOmercy on Mon May 09, 2005 7:30 am

Not bad at all. Custom textures and props will make huge difference. Layout is cool, different is always a plus in my book. Lighting wasn't that spectacular, maybe jazz it up and look for tut's about lighting.

Decals, decals, decals!
Jest@ wrote:disclaimer: i've never played WoW so i dunno if it's crap or not, but it is a time-wasting life-sucker fo' shizzle
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Postby Signy on Mon May 09, 2005 9:49 am

Not really a good layout for deathmatch, even tdm.

You have two dead ends which is a massive no go in dm layouts.

Looks alrite tho.

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Postby matteh on Mon May 09, 2005 12:52 pm

Its a good start but the architecture is much to boxey, and the texture choice needs more variation.
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Postby moonracer1313 on Mon May 09, 2005 2:32 pm

Thanks for the quick feedback.

I agree the map is still barren in many places, especially the upper half. I just need to give myself time to come up with more ideas I guess. The tunnel is easy enough to work on. I'll just add more rock formations and maybe some more barricades.

As for the dead ends, I'm fine with breaking taboos (if not thrilled). I figure unless the map or the teams are quite unbalanced, little if any combat will ever take place at those points. I should probably beef up defenses there though, just to be sure. Good point.

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Postby moonracer1313 on Sun May 15, 2005 5:40 am

Put some more work into this map. New pictures at the same link:
http://www.projectmoonracer.org/hl2/spiral.htm

I've added some propaganda and graffiti to liven up the place.
Made the lights a little more fancy and added dustmotes to the tunnel lights.

Added some more architecture to the upper halls so it's a little less barren and there is more cover.
Added more rocks to the tunnel (will probably add more).
Cleaned up the map, fixing details and reworking early brushwork that sucked.

Wall textures still need work. I'll keep at that one. How to add variety without it looking like a random patchwork seems to be a thin line.

I'm thinking of adding a trigger system where if one team makes it to the other team's base, that team wins and the round ends. so far my attempts to work something like that out have failed but I'm sure I'll be able to add that in sooner or later. I know there are some good tutorials on that. That will at least counter the problem of the dead ends to some extent.

Thanks again for the ideas and critiques. They have helped a lot so far.
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