#1670 posted by Zwiffle on 2005/01/07 16:49:39
I vote for Oxymoron or Necromodai. Oxymoron looks like a sleek update to original Doom levels - it has that style with the slime and stuff, and I would personally love to play it. Necromodai also looks really good, and it's not a base map, which will be fresh. Not a fan of egyptian, so I won't vote for that one.
Starbuck
#1671 posted by Shambler on 2005/01/07 16:51:49
The first one, the evil overscaled temple thingy.
If only because I like the sound of 12 secrets =). Nah seriously more temple would be cool. Also, you will get it out sooner which will give you confidence to tackle the others.
I Agree,
#1672 posted by HeadThump on 2005/01/07 17:48:38
the one that will take the shortest ammount of time to finish is the one I would recommend working on.
Though I too like the sound of the 3rd project the most in terms of personal interest.
Starbuck
#1673 posted by Kell on 2005/01/07 18:03:04
The Evil Temple Thingy.
I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.
So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai.
HOLY CRAP
#1674 posted by - on 2005/01/07 19:25:10
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME
Starbuck
#1675 posted by Jago on 2005/01/07 19:30:53
#1: Temple
#2: Oxymoron
#3: Necromodai
However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one.
Temple
#1676 posted by Blitz on 2005/01/07 20:42:02
RPG Spreads Wisdom From The Frozen Northern Lands
#1677 posted by R.P.G. on 2005/01/07 21:57:03
Do 1 or 2 first and then do 3.
Hmm
#1678 posted by nonentity on 2005/01/08 19:31:57
I'd say finish them in the order you've list them.
From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.
(Although in terms of how much they intrest me, it'd be the reverse order).
Oh, and Oxymoron is that map that it took half of #tf to compile right?
Colors
#1679 posted by madfox on 2005/01/08 23:02:08
Hehehe
#1680 posted by necros on 2005/01/08 23:07:29
of all the engines to discover it in, it was fitzquake. hehe
Well
#1681 posted by Zwiffle on 2005/01/09 00:04:09
The thing of miracles is that they're miracles to some, and bad luck to others. Be careful how you use those things, k?
Way To Go!
#1682 posted by HeadThump on 2005/01/09 00:35:44
hover that green over some liquid and it will make for either some icky looking slime or some yummy Mountain Dew.
Metl!
#1683 posted by Shambler on 2005/01/09 05:23:44
Ban him, now!
Thanks For Input
#1684 posted by starbuck on 2005/01/09 10:50:24
i will take the popular advice and complete the maps in order, Temple 1st, then Oxymoron then Necromodai.
Starbuck
#1685 posted by Kell on 2005/01/09 10:52:25
Looking forward to it :)
Yes Starbuck
#1686 posted by Vondur on 2005/01/09 11:00:24
go map!
SB!
#1687 posted by DaZ on 2005/01/10 08:36:30
That temple map looks awesome! Not enough temple maps being made, bah to all of you! My 2nd pick would be the cool gothic thing at the bottom, looks awesome! Then oxymoron, it looks nice but the other 2 grabbed me more.
Starbuck
#1688 posted by cant map on 2005/01/10 09:46:17
bottom one is the bestest, nice textures
oxy - everyone seen it. some even played it
not worth really imho
top one - boring style
madfox, sorry for u
go get some clue
Slope
#1689 posted by madfox on 2005/01/12 13:49:16
They all look good to me.
Whoa!
#1690 posted by truskoski on 2005/01/13 01:02:01
i had no idea fitzquake could do this.
Ack...
#1691 posted by metlslime on 2005/01/13 01:33:26
I guess I can stop writing such detailed documentation...
Starbuck
oxymoron looks very cool to me.
PH8DM2 Nearly Done...
#1693 posted by . on 2005/01/25 03:51:42
Just waiting for testing from some of you in #tf (yes I'm actually caring about that now). Anyway, I've finished the rough layout, which has kinda became semi-rough. There's still some details to add and bits to fix and spice up, but here are some shots:
http://www.phait-accompli.com/q/pre/
PH8DM2
#1694 posted by Kell on 2005/01/25 05:28:18
Just a couple of things:
In shots 1 and 3 there are 64x128 surfaces with 128x128 'hexagon' base textures on them that are cut off at the halfway line. Retexture those surfaces with a 64x128 riveted panel, or if you can't find one, use the 64x64 riveted panel instead. There's something similar in shot 4 as well, either side of the ladder aperture. Texture alignment is a good thing.
Ramps are completely different to move over than stairs, and I would imagine are especially annoying when the walkway at the top immediately turns a corner after only 128 units. Make teh stairs kthx.
Other than that, looks very swanky - I especially like the skylight trim.
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