My Map - Containment

GrayWGrayW UK Join Date: 2009-12-18 Member: 69701Members
<div class="IPBDescription">WIP</div>Hey all,

For those of you who have not yet seen my creation, I have decided to create a thread on here. The map name is Containment as you can obviously guess from the Topic Title. I very much doubt this will ever be a playable map as nothing is a correct size and have been made more on visual than anything esle and for me to learn the basics of mapping. So, let me hear your thoughts and comments; (Be nice) :)

It's very very far from finished. If I had to guess a percentage, it would probably be around the 12 - 13% mark.

Gallery - <a href="http://grayski.co.uk/?page_id=61" target="_blank">Click Here</a>
Gallery RSS Feed - <a href="http://picasaweb.google.co.uk/data/feed/base/user/Grayski/albumid/5424353546807085825?alt=rss&kind=photo&hl=en_US" target="_blank">Click Here</a>
My Blog - <a href="http://www.grayski.co.uk" target="_blank">Click Here</a>

<div align='center'><img src="http://grayski.co.uk/wp-content/uploads/2010/01/ContainmentCollage.jpg" border="0" class="linked-image" /></div>

Comments

  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Good work and dedication there.

    Never say never. It doesn't look that "unplayable" to me. In the mapping guidelines they clearly said to build a map without too much detailing in it to see how it will play.

    You never know, maybe your room layout is really good and playable.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    edited February 2010
    From the screens you chose, it looks very clean and professional. Good work :)

    And like the guy above me posted, it's good that you haven't overdetailed. Detailing/polishing should always be saved for last when designing something, just like optimizing should be saved for last when coding something.
  • GrayWGrayW UK Join Date: 2009-12-18 Member: 69701Members
    Thank you very much guys! I'll stick at it and hopefully we might be able to experience custom maps in the Alpha.
  • LlamaFarmerLlamaFarmer Join Date: 2010-02-01 Member: 70388Members
    Can obviously tell how much of a noob i am to mapping when i look at that and to me it looks like SS of a finished map. :P
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--quoteo(post=1750320:date=Feb 2 2010, 05:31 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Feb 2 2010, 05:31 PM) <a href="index.php?act=findpost&pid=1750320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->just like optimizing should be saved for last when coding something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You've clearly never programmed something them.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    Looks like something from Resident Evil
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    edited February 2010
    <!--quoteo(post=1750384:date=Feb 2 2010, 03:59 PM:name=Kester)--><div class='quotetop'>QUOTE (Kester @ Feb 2 2010, 03:59 PM) <a href="index.php?act=findpost&pid=1750384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You've clearly never programmed something them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You must have misunderstood me. Obsessive optimization makes code less readable, harder to improve upon, maintain, and debug. Furthermore, code is really only worth optimizing at bottlenecks. A very small percentage of code is responsible for a very large percentage of efficiency. Obsessively optimizing is not only a design hazard, but also tends to be ineffectual until a program's bottlenecks can be determined. You should keep it simple and clean until the last possible moment; that's when optimizations happen. Don't believe me? Listen to this guy:

    "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil"
    -Donald Knuth

    <a href="http://en.wikipedia.org/wiki/Donald_Knuth" target="_blank">http://en.wikipedia.org/wiki/Donald_Knuth</a>

    '"Premature optimization" is a phrase used to describe a situation where a programmer lets performance considerations affect the design of a piece of code. This can result in a design that is not as clean as it could have been or code that is incorrect, because the code is complicated by the optimization and the programmer is distracted by optimizing.'

    And this is exactly the analogy I was making in reference to the map. Small details should never be allowed to hinder the overall design process. Keep it smooth, and clean, and make sure everything works and is easily fixable/expandable. Then worry about the optimizations/small details to make the map look better and perform better.
  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    looking good so far, only thing i can see over a quick glance is that the room with the floor emitting red light with the fan on the ceiling emitting blue seems to been too visually intense. In essence it detracts from the atmosphere. toning the blue down or shifting it's color a bit may improve the overall look. :D but everything else seems to be on the right track. :)
  • FarrenFarren Join Date: 2005-03-13 Member: 45065Members, Reinforced - Shadow
    edited February 2010
    It looks like you've got a great Beta version of 20% of a map. If I were you I'd work on getting the remaining 80% of that map implemented in alpha version (don't bother making it pretty, just throw up some lights and wall textures and click 'Fit'). That way you'll be ready for the Alpha release to test the map out, and you can still make changes without having to worry too much about those pesky Props.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Even your caves are square and blocky! Break up those corners! Actually do something interesting with your lighting other than just illuminating the room! I see lots of room for improvement, but everyone else seems too busy discussing programming to throw out suggestions. The time you spent putting this thread together could have been spent improving your map!
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Very beatiful map, seems very open though and I cannot even guess how its going to effect gameplay but definetly worth pursuing further. Also I have to note that making a spot with strategic relevance with only one way in or out is a weakness.
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