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Post by jacksonl on Jan 15, 2007 14:32:52 GMT -5
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Hayato
Stalker
Exhausted Soldier
Posts: 199
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Post by Hayato on Jan 15, 2007 15:22:42 GMT -5
Ahhh... the inspiration of being trapped in a bunker.
I'll get to downloading this map now.
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Post by Doyora on Jan 15, 2007 15:37:15 GMT -5
Nice. But, hmmmm... are those MY reskinned light smeshes? Only kidding. It's cool to see that
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Hayato
Stalker
Exhausted Soldier
Posts: 199
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Post by Hayato on Jan 15, 2007 15:39:33 GMT -5
Just played it.. and wow, Jackson - looking at your past maps, this map has good placement and overall *looks* like what a relatively real bunker would look like. Nothing seems to be out of proportion, playbility is really fun. You've really outdone yourself in this one. Though, it is a little rather bare. I would add more debris or objects in the bunker.
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Post by jacksonl on Jan 15, 2007 16:09:27 GMT -5
Nice. But, hmmmm... are those MY reskinned light smeshes? Only kidding. It's cool to see that what can i say I learn from the best, lol You always have awesome lighting in your maps so i said to myself, if the map sucks at least it will be lit well
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Post by Doyora on Jan 15, 2007 17:39:37 GMT -5
If you are that bothered about the lighting, I would look here. NO REALLY. I'm sure it'll help a lot. help.hourences.com/booklighting.htmAlso, I can help with a few pointers if you'd like.
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Post by jacksonl on Jan 15, 2007 18:55:30 GMT -5
wow thanks doyora , lighting the map correctly is def a weakness for me ,can't wait to read through it, going to right now
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Post by Doyora on Jan 15, 2007 20:50:39 GMT -5
OK, I'll dissect the map properly now (i've done my work for this evening ). -The theme is similar to the construction-zone or whtever. Obviously, since it's budded off fron the same map, it's going to look the same. I'd suggest going for something new. Sunrise, or early-dawn is a good one, with some vauge yellow/oranges coming up from one side (being greeted by specs at 6:00 AM! Woo!) as a suggestion. -The landscape is flat. I'd struggle to place this anywhere other than a quarry at the moment. And, TBH, you don't see WW2 bunkers in a quarry. I'd suggest basing it around a vantage point. Maybe atop a hill. Or in a small valley. Or on a craggy mountain thing (I can describe better if you want), with rocks etc around for cover or whatnot. -Lighting needs work like you said. Yellow or blue is a bit off here... when I used them in thames, they were secondary to the green theme I had in mind, with the trees, fog etc. Try a different colour: But NOT soduim orange. It's like the only colour anyone ever seems to use aside from white. Red you should also avoid, since it tends to dominate rather. As a suggestion, pale machine-green might do well here, as it's pretty unused in KF as far as I have seen, and it suits the military feel. Don't go overboard with it though. -Architecture is alright. It's a bunker.... so to be frank it's never going to be the most interestingly shaped building. You got the shape ok. maybe I'd say the layout inside the bunker is a bit sinple, perhaps you should extend it out forward a bit. or to the side. Think about it anyway. I have to say though, the small light in the alcove beneath the stairs is a very nice touch. I'd try to reuse this a bit, to make a bit of a theme. Putting lights in recesses, or setting them into wall rather than putting them dead on them is much more interesting. I really like the originality of another room that isn't the trader, but only opens between rounds. Good one! -Ouside in the trenches/fortifications I feel needs a theme to it more than just some dips in the floor. Perhaps if there was a small river/stream/brook/whatever, it could break it up, and provide an interesting crossing point through the map. I'd also work to close the paths down a bit, to create tighter areas to offset the more open ones. Think about where people will go, and where they might decide to defend. It's nice to be given more than one option (athough it can be the feature of the map such as in the case of swamp to have a single defined defence point). Finaly, add differences in height. High ground is always an advantage in FPSes. So a good def point might be at the top of a sloped path, with more than one escape route, and with controlable specimen flow into the area. Right, there you have it. This map is the makings of something good, maybe. Just work at it! (and keep us posted, ask questions, blah blah blah). EDIT: UT weapons. WTF? Yes, I admit it's funny. But innapropriate. However... I might be able to get you some kind of bonus weapon. I'll think about it.
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Post by Grex»]4D[« on Jan 16, 2007 2:50:21 GMT -5
EDIT: UT weapons. WTF? Yes, I admit it's funny. But innapropriate. However... I might be able to get you some kind of bonus weapon. I'll think about it. he puts cheat weapons on all his maps, which imo makes them not even worth playing. theres a minigun, redeemer and sniper on that suburbs maps. all them low weight weapons on downtown. so heres another map i'll not be playing any time soon ^^
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Post by jacksonl on Jan 16, 2007 20:44:01 GMT -5
those are still in there! ;D lol those were when capseaslug an I were testing the map, I knew I forgot to get rid of something! lol we were using the mine placer as an experimental idea capseaslug would cover me entirely with mines run I would run into a batch of specimens and he would blow them to hell, didn't work out every time ;D fixing map right now...... making bunker bigger as we speak... there will now be a dining hall!
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Post by Doyora on Jan 16, 2007 20:46:24 GMT -5
-make the dining hall out of bricks to differentiate it from the rest of the bunker... and if possible, angle the bulding a bit.
Good!
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Post by jacksonl on Jan 16, 2007 21:27:52 GMT -5
New Room where ammo is stored No more UT weapons no worries Grex EDIT: My reason for creating the ammo room (which I might add only opens during buy time) was to kinda cut back on all the trader traffic, so say if you don't need a new weapon and just a few clips of ammo why not just head there instead. I also figure an ammo room might be easy in the first 10 rounds, and you might be saving money with all the money you didn't spend on ammo, but in the end 1000 dollars isn't going to save you from ye ole 100 fleshpounds, it's the skill you need in the end.
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Post by jacksonl on Jan 16, 2007 21:30:54 GMT -5
Bricks , gotcha
angle meaning, shift the entire room, or give it more depth?
oh ya I'm also adding a bathroom, sleeping quarters, and maybe a look out tower on either side?
what do you think, too much?
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Post by Doyora on Jan 17, 2007 9:47:45 GMT -5
I mean put the whole room at an angle. Havle like an interconnecting corridor to make linking the buildings easier.
I'll post back in more depth later... kinda short on time ATM.
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Post by jacksonl on Jan 17, 2007 16:54:41 GMT -5
ok, the river idea is going into full affect no longer are you in a barren wasteland, you are now in the forests of Great Britain, going out of the trenches is now possible you will be able to go into the forest, but I warn you I'm not going to let you off that easy, there will be hardly any light in the forest and the darkness will probably push you back to the safety of the well lit bunker ;D I'll see how it works
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