Please Critique My Map
humb1ed
Join Date: 2002-10-06 Member: 1446Members
<div class="IPBDescription">screens and a bsp</div> Hi everyone, I would like some help with a map i've been working on this summer. The shots are brighter in-game as you can imagine.
<img src='http://www.umich.edu/~jadega/test1.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test2.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test3.JPG' border='0' alt='user posted image'>
Download of a small section of it: <a href='http://www.umich.edu/~jadega/test29e.zip' target='_blank'>www.umich.edu/~jadega/test29e.zip</a>
I realize r_speeds are bad in a couple places and it will be addressed. I'm not really interested in any 'syntax' messups you notice. I am especially interested in critique of my style: brushes, lighting, textures, that sort of thing. Is it too cramped or too open in certain areas? etc. Please be specific if you can, and thanks much!
<img src='http://www.umich.edu/~jadega/test1.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test2.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test3.JPG' border='0' alt='user posted image'>
Download of a small section of it: <a href='http://www.umich.edu/~jadega/test29e.zip' target='_blank'>www.umich.edu/~jadega/test29e.zip</a>
I realize r_speeds are bad in a couple places and it will be addressed. I'm not really interested in any 'syntax' messups you notice. I am especially interested in critique of my style: brushes, lighting, textures, that sort of thing. Is it too cramped or too open in certain areas? etc. Please be specific if you can, and thanks much!
Comments
I think that it would look nice if the light colors were darker and if the textures were not a flat color. Try to add more details too. I think that your map is a good blueprint to work on, the shapes look great now you need to work on the details.
Don't take it negatively, I'm not telling you that it looks like ****, on the contrary, but just trying to help you to reach a level of quality that I think you could reach.
Good job and good luck for the future
Otherwise, it looks pretty good, Ill download the map tomorrow.
Nice work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, I forgot to mention in the opening, there are a couple of portions of the map that are behind gratings and look like cliffs and snow, eventually I am going to work in that the map is a facility used to test kharaa in human/earth environments: arctic, desert, moderate, rainforest, swamp, etc. It might be a way to work in some different 'simulated natural' environments in a feasible way.
My main complaint would be the total mish-mash or colours and styles. Some one mentioned discos and it seems quite like that. To improve on this I recon (just from screenies) you should keep the lighting styles separate, and use the blue only on the floor, yellows could go high up or something.
I'm not sure, but basically an entirely blue area would be weird, and yet it's you have to be careful mixing those two lighting colours.
EDIT: Just played it. Your screenies DONOT do this map JUSTICE! Any one - play the damb thing, walk around for abit. LOVELY. Lovely style, really great ideas, brilliant brush work and UNIQUE visuals. Hope it plays as well as it looks.
1 BIG thing - Sounds! an echoy env_sound in that rocky room - the sweeping noise of those slow fans (they look abit flat btw) - The bleeping and pinging of various electrical arrays, the gusts of air coming through those beatiful tunnels and passagways. Give this map some AMBIENCE man - then your on a winner.
Another edit: Screens and 1 more comment (heck, I've got time to spare <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
The lift thingy sticks out and goes right through the floor. It don't look good.
<img src='http://www.parkway-capital.com/steve/sigs/test29e0000.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0001.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0002.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0003.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0004.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0005.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0006.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0007.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0008.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0009.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0010.jpg' border='0' alt='user posted image'>
<img src='http://www.parkway-capital.com/steve/sigs/test29e0013.jpg' border='0' alt='user posted image'>
On the whole the lighting didin't seem to match the size and colour of the light textures. Interesting scolling light texture, looks like those picture sof DNA samples you sometimes see on TV.
Marines really need an open, flat, spawn area, as it is the first couple of skulk rushes would win with the MS designed like that.
*1 BIG thing - Sounds!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good catch on the lift, I contemplated changing it then I thought no one would notice, but I will remedy that now. And your suggestions for sounds will fit in quite nicely later on.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I found this map incedibly cramped and disorienting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I will not argue, it is cramped! But thats what i'm going for, we'll see how it works out. Disorienting as well? Perhaps some 'ramped' clip brushes will take care of some of that bobbing effect of the little lips. I'll hit the leaves limit before I hit the clipnodes, so i'll have plenty to spare for that, especially with cagey's wonderful tools.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines really need an open, flat, spawn area<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll have to think about how I could work that in, maybe extending the top step going up to the command chair back farther and making it more of a box with a semicircle end instead of just a semicircle end.
Good Job.
While I was never disoriented... you should have that looked into Chrome... ^_^. I did find it to be too cramped, this is an Onos' worst nightmare for sure, also yeah more than two people couldn't fit around most corners and into most hallways. Other than that I love your lighting style and everything, it's very nice, an interesting map for sure.
I don't remember who said this but someone said something to the effect of - if you're walking around a map and you stop because you think you hear a skulk, even though you damn well know you're alone - then you've achieved something amazing.
P.S. Your map made me stop and listen.
~ DarkATi
<b>Holy Mother of Jesus selling French Fries on a Moped!</b>
That looks great!!!!!1111oneone1!!1one
I could use a break from the ordinary.
When do you expect this baby is done?
if what the others are saying is true, it can not get accepted as an official map as one of the "rules" is that there is at least one "onos freindly" path between each hive and from each hive to the marine start
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Sadly, the only combatant that made it out alive was the Onos.
first downloaded NS, I was quite shocked when I saw big open rooms in many levels. I had expected
a lot of duct crawling and narrow tunnles with lots of technical equipment. I would love to see such a map,
where the architecture isn't only comprised of big hallways and some less big, but still quite big hallways,
plus a few very narrow vents, but instead would more resemble a purpose-built vessel where space is
very limited, and crew space is low priority over equipment placement. Lots of gadgets and machinery
cramped into tight spaces, with wires and pipes all over the place...ok, I'm ot here.
Anyway, I like the fact that someone does something a bit different that doesn't involve a cardboradbox.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Go gorgerush!!
Also, though you are truly the master of creating disorienting maps, the layout is still basically a simple figure of eight and roughly symmetrical. Maybe it could be made even more devious by strategically placing a few blockages such as doors or collapsed areas. Some of these could be made weldable.
It's a shame that this map could not be made really huge, because you will probably soon run into a compile limit <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .
Because of the extravagant architecture in places, and the vast number of indents on the floor, i can see this being quite a problem for players, either getting disorientated or losing their aim from stepping into a recess in the floor, or a skulk getting caught on one of the many pieces of architecture.
These are, however, just my thoughts. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->