 Question To Kinn
#9472 posted by spy on 2013/06/06 17:42:13
hows it going?
Any progress to your maps?
 Last Words In Base..
#9473 posted by mfx on 2013/06/07 20:02:08
Shots from my latest base map, which will be neat and playtested, i promise:)
1 2 3
This will be my last attempt in base style for a while, there�s more quake to be mapped. What do you think?
 Very Picky Advice
But on shot 2, you could swap the floor textures to make the sunken tiles red. That would look a little bit better.
 Otp
#9475 posted by anonymous user on 2013/06/07 20:17:41
done.
 Looks Cool.
#9476 posted by Shambler on 2013/06/07 20:17:54
Nuff said.
 So Far
it looks ok.
It's kind of flat looking floor plan, I like a map with some sweet Z-Axis. It looks like you're very early in the development stages but some nice details in shots 1 and 2, shot 3 looks much earlier and unfinished.
I liked your other base map so I am looking forward to this.
 Niiiice!
#9478 posted by RickyT33 on 2013/06/07 22:17:04
 5th
#9479 posted by mfx on 2013/06/07 22:28:11
Yeah its kind of early in development, flatness of floors...
Z axis action is already there, have no ss by now.
Ricky, knew you like it! Heavily inspired by Stark Monstrosity, i can tell.
 Ok, Here We Go
#9480 posted by mfx on 2013/06/07 22:43:45
some more shots.
Heavily under construction by now, as you can see..
1 2
I like it very much atm...;)
 Starkmon
is one of my all time favourite maps that I play very often.
If this is your inspiration then I am truly excited!
 Heh - Thanks Guys
#9482 posted by RickyT33 on 2013/06/07 23:10:09
I'm glad you enjoyed it :)
I should map more often I guess.
 Go Map!!! Now!
#9483 posted by From Berlin on 2013/06/07 23:12:31
Follow the order!
-mfx-
 Looks Very Cool
#9484 posted by nitin on 2013/06/08 01:30:49
only thing I can say is maybe work on the rocks a bit more, at the moment they do look like flat walls with rock textures. Apart from that, it looks really good.
 Nitin
#9485 posted by mfx on 2013/06/08 02:03:35
its the concrete texture causing your eyes
to see flat surfaces. I can assure you, no flat brushes in those shots, except the floor...
rocks gonna rock.
#9486 posted by Drew on 2013/06/08 02:25:17
Does that mean you're planning to change the rock texture up? Cuz I was thinking that particular texture looks a bit 'flat' and was gonna suggest trying a couple others out.
#9487 posted by Harmata on 2013/06/08 08:48:32
Boy i sure like these two screenshots, every detail seems to be in its place, and altogether they create nice sense of environment.
 Works In Progress...
Knave map, started messing around with it tonight -
http://oi41.tinypic.com/2z5kw92.jpg
Blue map, not much further developed from last time -
http://oi42.tinypic.com/16itgrc.jpg
Map started in Worldcraft and abandoned when TB was released, may revisit/redo -
http://oi43.tinypic.com/dc7794.jpg
Ok, why did I bother showing? Cause I'm going on holiday for 2 weeks and I thought I'd leave you all a little present on what I'm working on. I'm a bit annoyed with myself that I used up the name fesp1 as I might turn these maps into a full episode. Thoughts? Which would you prefer to see first?
#9489 posted by [Kona] on 2013/06/10 11:41:40
mfx i really like that. great details.
 Fifth.
#9490 posted by Shambler on 2013/06/10 12:10:36
Looking good for early shots. I enjoyed FESP1, especially the excellent design / build quality, and look forward to any new maps from you. Just do whatever is easiest / most inspiring and I'm sure it will be good :)
#9491 posted by Kinn on 2013/06/13 15:30:27
Question To Kinn
#9472 posted by spy [37.150.51.110] on 2013/06/06 17:42:13
hows it going? Any progress to your maps?
'Sup. Ummm, well my situation of the last year or so hasn't changed in that I haven't found any time to do anything outside of my "work" work.
I don't have an ETA on anything right now.
There is however an outside possibility I might just use the level geometry I've built so far as a base for some of the content in my current (commercial) project.
 Kinn
#9492 posted by spy on 2013/06/15 23:25:05
I see,
it's sad, id like to get your Q stuff as soon as possible. as you're most inspiring mapper ever
GL to your commercial project
 Beta Test Request.
Hey guys,
The basics of my deathmatch map are done. I need to do a lot to the textures, cladding, fixing stairs etc, but I want to get your opinions on the "feel" of the map from a players perspective.
Does the selection of weapons and powerups work?, do you feel like there is sufficient ammo? do you think I've got the teleporters going to appropriate places? etc.
FYI the pentagram is only for show, I was bored.
https://dl.dropboxusercontent.com/u/108695968/hellvert.zip
Thanks in advance,
Ben
 Test
#9494 posted by madfox on 2013/06/20 07:07:51
I'm a SP but I love CTF, so I'll try to see how I would feel in DM.
�t's rather a small level for 8 DM players.
All works fine so I think you could play it, but I think 4 would be enough.
It could be brighten up if you shape the corridors more
so it doesn't look so blocky.
I would be bored if I couldn't use the pent.
Give it a func_lift with a button downunder,
so players have to run to get it.
it's only meant for 3 to 5 dm players. I included a lot of dm spawn points because I wanted them a bit randomized. I could always cull them down.
I'm worried that if I include the pentagram then the balance of the map will be thrown out. If you don't think that this will be a problem then I can change this.
Eventually I wanted to use the demonic textures so that the pentagram would tie in nicely with the theme.
There is still a lot of work to do with the hallways, ceilings, textures etc.
Thanks for the feedback :)
#9496 posted by madfox on 2013/06/21 02:40:10
I thought adding "goodies" to a level just encouraged the attraction.
Pentgram is a heartbreaker, and sureley it unevens the balance of a level, but then again if you make account of the func_lift only opening after 3 min the challence of the level gets stronger.
Same goes for another cache with a QuadDamage.
Strikes out the amount of players when there are so many spawns.
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