Tremulous Forum

Media => Mapping Center => Topic started by: Supertanker on September 29, 2006, 11:41:04 pm

Title: Mapping inspiration problem
Post by: Supertanker on September 29, 2006, 11:41:04 pm
I have a bit of a problem. I can make neat looking rooms and hallways for my maps
(http://i4.photobucket.com/albums/y124/supertanker13/xwb.jpg)

But I can never get them together into one level. All my levels are totally random, and have no central theme.

Do you guys have any suggestions for making a level adhere to one theme?
Title: Mapping inspiration problem
Post by: Survivor on September 29, 2006, 11:45:57 pm
Try thinking before you even start mapping, just go on a server and play, and when something hits you like 'that seems nice to do', plan it.

Also since that screenshot looks alright try reading the gameflow portion of this guide at least to help you in getting maps together.  

http://88.198.9.5/Mapping_For_Tremulous.pdf
Title: Re: Mapping inspiration problem
Post by: 4as on September 30, 2006, 12:19:28 am
Quote from: "supertanker"
Do you guys have any suggestions for making a level adhere to one theme?


6.5/10 for your hallway.
Screw the theme! No one really cares about those as long as level is fun and playable.
Title: Mapping inspiration problem
Post by: Supertanker on September 30, 2006, 12:37:19 am
Heh.

I tried mapping high-tech maps in quake2...

It looked okay...but still, I'd rather use Trem textures in their own engine.

(http://i4.photobucket.com/albums/y124/supertanker13/newcoolhall1.jpg)
Title: Mapping inspiration problem
Post by: Supertanker on October 01, 2006, 03:05:29 am
The other thing I have problems with is lighting.

This is probably about the best i've done yet:
(http://i4.photobucket.com/albums/y124/supertanker13/base2.jpg)

But there are still many blocky ('starstep shadows') areas. How do I make the lighting more detailed?
Title: Mapping inspiration problem
Post by: |Nex|TrEmMa on October 01, 2006, 09:20:10 am
Needs bigger doors.
Title: Mapping inspiration problem
Post by: Lava Croft on October 01, 2006, 02:27:49 pm
Needs different textures, I am getting seriously sick of looking at Evilair's grey stuff.
Title: Mapping inspiration problem
Post by: Supertanker on October 03, 2006, 03:24:22 am
How do I enable phong shading?

What, this door isn't big enough?
(http://i4.photobucket.com/albums/y124/supertanker13/base5.jpg)


How's this hallway?
(http://i4.photobucket.com/albums/y124/supertanker13/base4.jpg)
I'm practicing beveling everything I can, including the door seam.
Title: Mapping inspiration problem
Post by: DASPRiD on October 03, 2006, 04:12:21 pm
Please, no more evil textures :)
Title: Mapping inspiration problem
Post by: Supertanker on October 04, 2006, 12:53:35 am
So, um, where exactly do I get "non-evil" textures?

Just to make your eyes bleed more with Evil textures, here is the human base, which was actually taken out of my first experiemental map.  
(http://i4.photobucket.com/albums/y124/supertanker13/hb1.jpg)

And some random door inspired by Halo's Truth and Reconciliation
(http://i4.photobucket.com/albums/y124/supertanker13/d1.jpg)



You might recognize these pictures from an old thread when I first came here.
Title: Mapping inspiration problem
Post by: Seffylight on October 04, 2006, 04:44:26 am
Heh, I was just playing Truth and Reconciliation last night.

We need more Tremulous texture makers. Lulz.
Title: Mapping inspiration problem
Post by: Lava Croft on October 04, 2006, 12:54:59 pm
Use Google to find a endless amount of textures that are not Evilair's textures. The overall design of you architecture looks nice though.
Title: Mapping inspiration problem
Post by: Supertanker on October 05, 2006, 05:21:50 am
All right, I guess I will find some eventually...

In the meantime, here's yet another shot

(http://i4.photobucket.com/albums/y124/supertanker13/base7.jpg)

Positioning is kind of low because I was trying to get the shot in before the door closed (I made all doors only stay open for about 1 second and have fairly high speed)

I went crazy with beveling all of my supports and detail, although you can't really see it.
Title: Mapping inspiration problem
Post by: stalefries on October 15, 2006, 07:39:46 pm
I had a good idea for a map layout today, but I'm too lazy and busy to put any effort into learning to map.

Basically, my idea is to take ATCS and duplicate it nad mirror the duplicate, as if you put a giant mirror next to it. Sorry if that's confusing. Then join the two hallways, and open the conjoined section of the hallway up to the outside. Then perhaps remove the hurtful blue walls from this center portion. Of course, you're not building an ATCS map, but I figured you could use an idea. Fell free to mess with it and stuff.
Title: Mapping inspiration problem
Post by: poto killer on October 20, 2006, 02:50:40 am
so is thier an area were the out side is or is it all inside, sry but im cofused is this a map like atcs or is it large, when will it be ready????
Title: Mapping inspiration problem
Post by: Supertanker on October 20, 2006, 03:12:46 am
um...this map is pretty much dead. The only thing I'm working on is Gamma Core, and I've released 4 betas so far.