CTF-DarkVSLight

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Feralidragon
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CTF-DarkVSLight

Post by Feralidragon »

CTF-DarkVSLight

Just a preview, it needs the flags to be placed, the same for weapons and pickups, and some more deco, and I have to say that is a map for Rocket-X/SLV/Nemesis, so i can't add to much detail or people start getting GPF due to the overload of explosions and stuff:

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So, am I getting better? I remember that is a map for SLV...
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Re: CTF-DarkVSLight

Post by Myth »

Slowly, you are getting better.
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Creavion
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Re: CTF-DarkVSLight

Post by Creavion »

Myth wrote:Slowly, you are getting better.
This applies also for you :roll:
Posts like this one are simply arrogant (at least it seems to be) and does not help in any case. :confused2:
So it would be fair, if you would make the trouble and say something to his map.

First two pics are not bad, from what I can see. The fog is a good idea. I dont know what you have built on pic 2, but it looks interesting anywise.

Cuberooms like this on pic 3 should be avoided. It is very difficult to explain who you can do this... even if it annoy you, but you should look at other maps from the more experienced mappers. It helps really, believe me.

Basic Architecture is for example this one - Supports:
http://teamvortex.planetunreal.gamespy.com/DavidM/
http://tonnberry.planetunreal.gamespy.com/pics/onp3.jpg

You can also try to trim your lights. You know how this works?
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Re: CTF-DarkVSLight

Post by [DoC]Str!Ker »

I like it looks great :D but at all I dont know anything about mapping... :)
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Feralidragon
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Re: CTF-DarkVSLight

Post by Feralidragon »

Thanks Creavion, I know that I should avoid cube rooms, but I was worried with the BSP Holes there, and a minimal BSP hole can lead a server to crash in a SLV server, for another hand, I was trying to do some cool archi affects and light effects in this map, like in first pic (the bridge) I was trying to do a good effect of heavy fog/smoke in the ground (not true fog, just a trick that come to my mind to do with sheets and it worked very well).

In the 2nd pic, it is a big hall to fly, but in this one I was trying to aplly good looking pillars on the sides, along with a bridge in the middle and something like, I don't know if you understand what I mean, a passage aligned perfectly with that wall texture (the end wall).

The 3rd and last pic (the flag bases), I don't like to much either, due to that same reason: to cubic. And I think that they are really ruin the entire map, but like I said, as it is for SLV, it's better leave it as it is.


Well, I am actually building this map in a attempt to apply some stuff that I learned in a lot of different tutorials (yeah Creavion, I already read that one, and even the Hourences one, they are both very good).

Next time I will try to build a MH map (non SLV of course) and apply everything possible that I learned and create my own style. :loool:

P.S.: Creavion, what do you mean with "trim lights"? I don't know the concept (maybe it was in one of those tutorials and I can't remember now, LOL)
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Creavion
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Re: CTF-DarkVSLight

Post by Creavion »

look in the attachments...
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FeraliTrimLights.zip
(3.28 KiB) Downloaded 103 times
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Re: CTF-DarkVSLight

Post by Dare »

Very nice, better than anything i could make

Edit by Shade: Said by proxy of thousands of UT-Players with no mapping-skills. :what:
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Re: CTF-DarkVSLight

Post by GenMoKai »

Dare wrote:Very nice, better than anything i could make

Edit by Shade: Said by proxy of thousands of UT-Players with no mapping-skills. :what:
LOL shade :P Anyways, i've to say that the first two shots looks intresting, but i think 3th shot looks a bit to bright for me
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Shade
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Re: CTF-DarkVSLight

Post by Shade »

I have no idea from what im saying know but... Maybe you can try to make these Cuberooms more dynamic. At your screenshots it looks more like you have taken a cube and added some decoration (Image 3 and 6). Try to change the roomstyle itself. The same in Image 4 and 5. Floooors with 4 walls and 4 edges. ;) It could be more interesting if you make it not so symmetrically.

Just a "hint" from me...
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Feralidragon
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Re: CTF-DarkVSLight

Post by Feralidragon »

@Creavion: Thanks, now I know what trim lights are. Good effect, they can be used on long lights, like that one you exemplified.

@Shade: It's a good analysis of my map, and they are good hints indeed. And you're right about my pics 3 and 6, they are actually 2 subtracted cubes each room, with some sloping and deco.


I think that I am finally understanding how mapping should flow. And my map has currently 0 BSP errors and has 513 brushes, as I used the entire knowledge BSP error side to avoid all possible mistakes on mapping, for example: everytime I scaled and/or rotated the builder brush, I made always "Transform Permanently", and i used semi-solids wiselly. Now I have to evolve more in architecture side. Thanks all :tu:
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Re: CTF-DarkVSLight

Post by JB669 »

This map seems to be very nice.
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Re: CTF-DarkVSLight

Post by dxej »

Whoaa,,,, looks neat!! ^^
Can't wait to play it at wings servers...

change map name, coz mapname is faggy ;p
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Feralidragon
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Re: CTF-DarkVSLight

Post by Feralidragon »

dxej wrote: change map name, coz mapname is faggy ;p
The map name was chosen by A^3, he gave me a name for a map, then I developed this map based on that name :lol2:
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Re: CTF-DarkVSLight

Post by dxej »

omg. oko thats the problem

A^3 is a twattyboy

tell him sep told you to say hes a twat ;p

XD

nah but eh, map looks nice.. seriously!.. wish i cud contineu mapping
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Re: CTF-DarkVSLight

Post by {WINGS}A^3 »

Very nice map xXx.

Say it to my face seppy.
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