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#1
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hello everyone, this is a map i have made as a test map and then i turned it into a fully working map.
the maps name is not offical i will change it so any suggestions after you tried it will be greatly appreceated. Download: <a href="http://www.mediafire.com/?x3f16ekpeoadfev" target="_blank">http://www.mediafire.com/?x3f16ekpeoadfev this is my frist map so critasism is needed, cheers. Copyright to this map is to me please do not steal or edit this map in anyway with out my permission. Cheers talsment edit: this map was feild tested by my mates and I. it has no bugs that we can see but i would like a larger amount of people. oh and images will be soon ps i will upload images when i have something to eat
Last edited by talsment; 05-24-2011 at 04:07 PM. |
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#2
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Images coming now sorry for the delay
![]() a random room to fill up space ![]() spawn (sorry for the gun in the way ![]() a way to one fo the traders ![]() sort of a camp zone ![]() ![]() walking from spawn ![]() one un touched side ![]() a side that is used the most
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#3
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The first screenshot has some interesting geometry. I would recommend that you try to introduce some variety in textures; texture alignment is off in a number of areas on your pics, which makes them look stretched & blurred and feel unnatural. You may want to try adding some supplemental softer lighting in the corridor areas as well (making them less cumbersome to navigate/explore), although a stark bright & dark motif isn't always a bad thing since it can lead to unexpected, jarring situations.
Very good effort for a first level, imho. |
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#4
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I love the speed-blur effect you got going with the stretched back textures on the walls!
Take a little walk around in places that looks kinda sorta similar to what you want to build and now look at them from this new perspective of "what do I see that I could put into my level". I'm sure you can make much more interesting looking levels with more complex geometry and more details. For starters, light always comes from a source. Even if it's just from a wall it bounces off of. At some point there is always a source. Put those into your level. Next, floors and walls rarely look alike, texturally, so you should make them look different in your maps too. That's the bare minimum, I guess. Something else that would be interesting would be to break up the basic cube shape of your corridors. You don't have to have weirdly shaped alien space-ship corridors, but real places are rarely just cubes either! Here's a photo of a simple enough corridor:
Spoiler!
As you can see it has tons of details. Pictures on the walls, pilaster-thingies, doors (they don't actually have to lead into rooms in your map! They can just be locked with nothing behind them) lamps, a little trim running along the edge where the wall meets the floor, maybe a corkboard with announcements... Plants next to doors, little seating arrangements, exit-signs. I guess you were going for a more industrial look, but industrial corridors can look interesting too:
Spoiler!
Pipes, pipes and more pipes! Pipes and wires on the ceiling, pipes and wires on the walls, lockers, fuseboxes, fire extinguishers, warning signs, grates in the floor, perhaps with lamps below them for some cheap shadow trickery (or with pipes below them!), ventilation-shafts everywhere, big ceiling fans with light behind them and who could forget: the ever popular level designer crutches: barrels and boxes! That's just geometry. Now start noticing that light is rarely ever white! That should open up a whole nother world of things to experiment with. Have fun! I don't know if you specifically kept things bland so nothing would interfere with the crazy speed-blur, but I think you can risk detailing things up a fair bit, still.
__________________
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#5
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cheers for feed back guys.
things i will do after i come back from school:
Cheers Talsment |
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#6
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Quote:
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__________________
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#7
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Things I fixed/added after the above psot.
Cheers Talsment Last edited by talsment; 05-25-2011 at 10:02 PM. |
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