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Re: [BETA]CTF-RexNoctis

Posted: Wed Aug 03, 2011 6:36 pm
by Metalfist
ah I found a map that has it: trigger & special event (burned) :) will add that 2

Re: [BETA]CTF-RexNoctis

Posted: Wed Aug 03, 2011 9:35 pm
by SzGergo
Wow!
This is realy huge.
If one stands nearby his flag, he cannot snipe the other base since it seems to be way out of the range of the sniper rifle.
Creavion wrote:Thats one of the larger rooms, the architecture is mostly enough to me, I know the problem of large areas and to keep the polycount lower. However, the ceiling / wall (right on the screenshot) transistion is quite too hard. It just could need some "trim-wall-ceiling" pillars. Maybe you know, what I mean, otherwise I will come with an example the next time...
I think it is not the lack of trimming, that two textures just too diferent in scale, color, roughness, etc. so they just dont mix well.

However, i also miss some trims :)
screenshot1.JPG
Something that would make an end to the wall of the corridor. Also, the texture does not turns into connecting smaller corridor. The deep carved inner wall with that nice meandering frieze meets the flat polsihed stone surface at a simple edge, wich kills the illusion of the structure having thickness and depth.
At the lower floor you have put some stone arches there hiding this, and that solved this issue perfectly.

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 3:55 pm
by Creavion
Metalfist wrote: @Creavion: something like this? and adding some vertical brushes or something.
Example from DM-Rankin.
rankinexample.jpg
rankinexample.jpg (41.04 KiB) Viewed 2302 times

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 6:26 pm
by Hook
Looking Great MetalFist! :agree1: :gj:

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 7:18 pm
by Creavion
Hook wrote:Looking Great MetalFist! :agree1: :gj:
Although posts like this are WAY better as ones like "this map/mod/mutator/... sucks" its not exactly brilliant either. In the end its just not constructive, not wrong, not insulting or anything like this.

Of course such posts are nice to read for the content creator, however I think mostly for those who are somehow "fresh" in the business.

The real mappers - those with some years of experience - want to know more, what you like about the map (textures, architecture [parts], gameplay ideas ...) and what not that much. Good things can return in an other possible future map (mostly however improved anyway), while the bad aspects should be removed if they really suck, replaced maybe with other ideas. Yes, imagine, maps can have flaws as well. Your posts have a lot of enthusiasm but not really helpful from their content.

So, what about if you would try to analyze the map a little bit, its not requiered to write a doctoral thesis about it. You are allowed to do that, if you reason your opinion. You dont have to be a mapper to have an opinion. Depending on the complexity it tells a lot about the author...

If I would have the choice about
A ) OMfG SUPER AWESOME LEET map (although its a freaking ugly cube map)
and
B ) its a good attempt for a beginner, however there are somethings you have to consider....
posts, guess what I would prefer....

There are no "perfect" maps or mappers, not Metalfist .. not me or anybody else.

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 7:59 pm
by editor Dave
:thuup: This statement is worth an addition to the house rules. It's not a rule but a value that should be followed.

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 9:44 pm
by papercoffee
Creavion wrote: So, what about if you would try to analyze the map a little bit, its not requiered to write a doctoral thesis about it. You are allowed to do that, if you reason your opinion. You dont have to be a mapper to have an opinion. Depending on the complexity it tells a lot about the author...
This is the best part. :agree1:

You don't have to be a cook to tell if the soup is too salty.

Re: [BETA]CTF-RexNoctis

Posted: Thu Aug 04, 2011 10:03 pm
by GenMoKai
papercoffee wrote:This is the best part. :agree1:

You don't have to be a cook to tell if the soup is too salty.
LOL epic quote :D can i use it for a signature?

Anyways...
Creavion wrote: So, what about if you would try to analyze the map a little bit, its not requiered to write a doctoral thesis about it. You are allowed to do that, if you reason your opinion. You dont have to be a mapper to have an opinion. Depending on the complexity it tells a lot about the author...
Totally true, there are many ways to see a map, no offence Metalfist, your map looks pretty cool, but there are a lot of things to improve ;) the concept is nice for some RocketX/Strangelove and stuff, but for plain CTF it need some improvements i guess

Re: [BETA]CTF-RexNoctis

Posted: Fri Aug 05, 2011 8:23 am
by papercoffee
GenMoKai wrote:
papercoffee wrote: You don't have to be a cook to tell if the soup is too salty.
LOL epic quote :D can i use it for a signature?
You are welcome...

Re: [BETA]CTF-RexNoctis

Posted: Mon Aug 08, 2011 11:36 pm
by Metalfist
Found a working online particle system:
Image
Image
Added more stuff like trims etc. fixed stuff you guys mentioned.

Download:
http://www.mediafire.com/file/proffnhg3 ... sBETA3.zip

Still would like someone who can help me with bot pathing the thing correctly.
I tried the mindreader mutator, but I just don't know how to fix it.

Re: [BETA]CTF-RexNoctis

Posted: Tue Aug 09, 2011 4:34 am
by EvilGrins
Actually as a first stage map, if you're hosting but nobody's joined the game yet, the current bot pathing is ideal. No chance the game will end before anyone gets in.

Re: [BETA]CTF-RexNoctis

Posted: Tue Aug 09, 2011 6:32 am
by Creavion
Far better. :thuup:

Re: [BETA]CTF-RexNoctis

Posted: Tue Aug 09, 2011 11:05 am
by Metalfist
EvilGrins wrote:Actually as a first stage map, if you're hosting but nobody's joined the game yet, the current bot pathing is ideal. No chance the game will end before anyone gets in.
I rather make it more challenging, so peeps can enjoy it against bots too.