Damn It ANKH
#2839 posted by anonymous user on 2006/01/04 20:56:16
NOT enough bloody trims!
and lights too
#2840 posted by Ankh on 2006/01/05 02:18:53
NOT enough bloody trims!
Who says that!!? ;)
Now, seriously I plan to add some trims and decorations in the area posted on the last screenshots.
I will check if I can do something with the ceiling texture, but I'm not sure about it.
Might Have Already Seen These...
#2841 posted by DaZ on 2006/01/08 15:36:41
DaZ
#2842 posted by JPL on 2006/01/09 00:04:22
Yes, it has been already sent... Nevertheless, the screenies look good !
#2843 posted by Trinca on 2006/01/18 08:10:41
Hell Village
#2844 posted by Elvis on 2006/01/22 15:18:21
This
#2845 posted by Jago on 2006/01/22 18:24:33
looks like an SP map
Indeed
#2846 posted by Tronyn on 2006/01/22 22:24:27
It reminds me of some of the village maps in Unreal 1 SP
#2847 posted by Elvis on 2006/01/23 12:23:43
well it's supposed to be a dm map but still it's not finnished yet many things can change
Elvis (was A Hero To Most)...
#2848 posted by generic on 2006/01/23 15:32:07
Looks good, but I would lose those "upside-down ice cream cone" trees.
#2849 posted by Elvis on 2006/01/24 02:05:22
hehe that tree was just a test to see if it would fit
and why does this look as a sp map when i was trying to make a dm map, please say what would make it more dmish :)
#2850 posted by Kell on 2006/01/24 02:42:18
please say what would make it more dmish
an atrium :|
It Should Have
#2851 posted by bambuz on 2006/01/24 10:18:33
less open areas
#2852 posted by Elvis on 2006/01/24 12:46:44
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough
bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol
#2853 posted by Trinca on 2006/01/25 02:57:50
i told u elvis... :) make a sp of it...eheheheh
#2854 posted by Elvis on 2006/01/25 03:08:15
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh
Quake 1 Deathmatch
#2855 posted by Text_Fish on 2006/01/25 19:14:23
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.
Or so I think.
I Dunno
#2856 posted by Shambler on 2006/01/26 01:39:27
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them.
No Dude.
#2857 posted by metlslime on 2006/01/26 01:58:34
NOOOO.
Dapak clones 4 life.
Well
#2858 posted by Text_Fish on 2006/01/26 16:15:55
of course different things can work, but there will always be limits, especially in older games such as Quake 1. There are no long range accuracy weapons in Quake 1, so large areas are essentially wasted space, if you ask me.
There Is
#2859 posted by bambuz on 2006/01/27 06:09:00
the shotgun ;)
Take the following as not very serious:
I think, generally, but not necessarily, people need to have some playing experience to make good maps. One can of course make good-looking but that's not the same :).
Or make 6 different ones and hope that some of them turn out right. :)
BBQ Accident
#2860 posted by Friction on 2006/01/30 00:43:23
Friction
#2861 posted by JPL on 2006/01/30 01:37:57
hhmhmm looks interesting ... I will look forward for next screenschot(s) ;)
I Thought You Gave Up Working On That Fric
#2862 posted by Blitz on 2006/01/30 01:41:36
[nt]
No
#2863 posted by Friction on 2006/01/30 05:11:43
Abandoning 22000 brushes total would be just silly.
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