Tremulous Forum

Media => Map Releases => Topic started by: Stapless on August 13, 2008, 11:21:26 am

Title: CoPipe_25-beta2
Post by: Stapless on August 13, 2008, 11:21:26 am
Hello, I'm not a real expert on mapping as this is my first release, but I'd like to get some feedback on this map.

Map Name: CoPipe
Map Stage: Beta 2
Map Version: 25


Description:
Pipe factory somewhat and aliens have nested inside it, which humans must armor up and stop the infestation.


Download Link 1:
http://www.mediafire.com/?obggri5fgnm (http://www.mediafire.com/?obggri5fgnm)

Screenshots

Aliens Base:
(http://i14.photobucket.com/albums/a306/Creepy211/Tremulous/6.jpg)

Human Base:
(http://i14.photobucket.com/albums/a306/Creepy211/Tremulous/2.jpg)

Green Room:
(http://i14.photobucket.com/albums/a306/Creepy211/Tremulous/5.jpg)

Red Hall:
(http://i14.photobucket.com/albums/a306/Creepy211/Tremulous/1.jpg)


Thank you,
hope to hear your comments :s
Title: Re: CoPipe_25-beta2
Post by: E-Mxp on August 13, 2008, 12:45:43 pm
I have to say... I like it! It looks really good, I cant wait to play this online :D

And apart from some z-fights, and the fact that the default alien base has no defense, I will say you did a great job!
Keep it up! Cant wait to see more from you :D
Title: Re: CoPipe_25-beta2
Post by: Plague Bringer on August 13, 2008, 03:20:17 pm
[devil'sadvocate]It looks too dark, and some texture stretching looks ugly.[/devil'sadvocate]

Looks great for a first release!
Title: Re: CoPipe_25-beta2
Post by: Supertanker on August 13, 2008, 07:00:11 pm
Not bad for a first map; I've seen better and worse.

There are two problems (IMHO, of course) that I see--oversaturated lights and stretched textures. The Alien base is a good example of this--players will quickly tire of looking at that big green...thing in the middle. So is the red hallway. Try using slightly less saturated lights (Make the red slightly pink, green slightly...light green) and your screenshots will probably look less fuzzy, as well, since large areas of similar colors get blurred by JPEG compressors.

Also, some of your textures are stretched rather badly. This can be easily fixed with surface manager (S key) if you decide to take the time and go through the map.

Like I said, I've seen better and worse; this is one of the better ones.

Good luck to you in your mapping quest!
Title: Re: CoPipe_25-beta2
Post by: Kaleo on August 13, 2008, 11:47:48 pm
Your screenshots look like shit..

Your map, however, looks at least half-decent. Looks like you have at least a basic understanding of patches and brush clipping, so thats a plus.

I might download this later on and have a looksee.
Title: Re: CoPipe_25-beta2
Post by: RedGuff on August 22, 2008, 07:52:30 pm
Hello. :)
Very good  medium-sized map :
* All teams can hide and camp if they move.
* Ligthning is inspired.
* Base's color are respected.

Just few minor enhancements are avaliable :
* The text in the Alien base is in reverse.


(http://membres.lycos.fr/domsau2/temp/shot0203_tn.jpg) (http://membres.lycos.fr/domsau2/temp/shot0203.jpg)
* A crap crate is leviting.
(http://membres.lycos.fr/domsau2/temp/shot0204_tn.jpg) (http://membres.lycos.fr/domsau2/temp/shot0204.jpg)
* A dihedral An edge of the wall is transparent.
(http://membres.lycos.fr/domsau2/temp/shot0205_tn.jpg) (http://membres.lycos.fr/domsau2/temp/shot0205.jpg)

Edit : translation in french :

Bonjour. :)

Très bonne carte de taille moyenne :
* Toutes les équipes peuvent se cacher et camper si elles bougent.
* L'éclairage est inspiré.
* Les couleurs conventionnelles des bases sont respectées.

Juste de petites amélioration sont possibles :
* Le texte de la base alienne est à l'envers.
* Une caisse lévite.
* Un dièdre est transparent.

EDIT : orth, sorry ;)
Title: Re: CoPipe_25-beta2
Post by: Bomb on August 23, 2008, 02:56:22 am
"A crap is levitating"? What?

Suggestion: Try posting in your native language, chances are someone knows how to speak it.
Title: Re: CoPipe_25-beta2
Post by: RedGuff on August 23, 2008, 09:14:08 pm
"A crap is levitating"? What?

Suggestion: Try posting in your native language, chances are someone knows how to speak it.
Done ! ;-)
Title: Re: CoPipe_25-beta2
Post by: Bissig on August 24, 2008, 01:01:11 am
Translation:

Crap = Crate
Dihedral = Edge of the walls/Corner????
Title: Re: CoPipe_25-beta2
Post by: Bomb on August 24, 2008, 01:04:16 am
I believe, in this case, "dihedral" means "square".
Title: Re: CoPipe_25-beta2
Post by: gimhael on August 24, 2008, 08:35:18 am
Translation:

Crap = Crate

Oh, and I was really hoping to see some new style elements.  ::)