Tremulous Forum
Media => Mapping Center => Topic started by: Sticks_ on December 17, 2010, 10:39:36 pm
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Ello. I've recently started work on my 3rd map, "Waste". It's a relatively small map set in a water treatment plant. I don't have much done as of now (started it about a day ago). However, what I do have done I would like to open up to feedback so I can get going on the right foot since this is only my third map. Anyway, here are some screenshots of what I have thus far (note that the big walls on each end of the hall are simply to block the map off from the void, I don't intend on using them as permanent fixtures):
(http://i230.photobucket.com/albums/ee31/_sticks_/shot0001.jpg)
(http://i230.photobucket.com/albums/ee31/_sticks_/shot0002.jpg)
(http://i230.photobucket.com/albums/ee31/_sticks_/shot0004.jpg)
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Wow, it looks nice. Could you also post some sort of planned layout?
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Indeed. I'll get one up as soon as I get my scanner working.
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is it just me or do i naturaly just suck at mapping?
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It isn't much but here's a very crude sketch of my layout. In later releases I'll start adding in multiple levels and giving the map more dimensionality. For now my primary focus is creating a well balanced, simple map.
(http://i230.photobucket.com/albums/ee31/_sticks_/waste_layout.jpg)
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Not bad.
Just a thing with multiple levels: you gotta watch your base distances vertically if you stack your map....(from experience)
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Ah nice. I'll be waiting for it's release :)
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Not bad.
Just a thing with multiple levels: you gotta watch your base distances vertically if you stack your map....(from experience)
I actually didn't even think of that. If I were to put the bases at polarizing ends and on different floors is that going to force the players to use more of the map or do you think I would be just slowing the gameplay down?
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It'll probably depend on how large your distances are, or how you've structured each of the pathways.
Nice looking screenies so far. :)
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Thanks :). I guess I'll just have to wing it and see how the beta version is received haha. I had another question. I want to avoid massive sight lines but I'm really trying to avoid box spam (bad experience with first map) what other ways would you all suggest to limit sight lines without making the map look like ass?
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Not bad.
Just a thing with multiple levels: you gotta watch your base distances vertically if you stack your map....(from experience)
I actually didn't even think of that. If I were to put the bases at polarizing ends and on different floors is that going to force the players to use more of the map or do you think I would be just slowing the gameplay down?
I wasn't really referring to gameplay that way as I was the fact that you think your bases are far enough apart, but they're close enough vertical that aliens can't evolve in their own base...gotta be aware of that before you build in your bases.
As for splitting up halls and stuff; add in corners, curves, vertical pipespam, etc.
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Destruction works well too if done right.
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Just had a quick question for you guys: in my ventilation chamber area I'm planning on making a fairly large moving fan. I want the fan to kill on contact as well as move, and I was just wondering how I would go about this. Would it be possible to make a shader that does all this, or would I have to make a rotating brush for this to work? I have no experience with shaders outside of the pre-made light shaders so I'm really not sure what to do.
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You'll likely want to make a rotating brush, and you just set the Crusher flag
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Alright that's actually really simple. Thanks.