Author Topic: 2nd map: Fort  (Read 4915 times)

Hydra

  • Posts: 170
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2nd map: Fort
« on: August 19, 2006, 03:51:07 pm »
yea i kno how did i make 2 maps soo soon... well coffee helps  :wink:
any ways i made a better one, i think this one will have better game play etc etc. any ways let me kno wat u think ( Download )
its like an atcs 2, basicly u have to see for urself.


thats the main room btw.

beta 2 ( if liked that is  :wink: )
vents
improved plant room
and anythink else wanted realli lol
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

Moofed

  • Posts: 89
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    • http://moofed.org
2nd map: Fort
« Reply #1 on: August 19, 2006, 04:47:02 pm »
Haven't downloaded it yet, but less light.  I thought you forgot to run the lighting compile on it until I saw the 2 shadows in that screenshot.  Remember what Apple has taught us: People love gradients.

Hydra

  • Posts: 170
  • Turrets: +1/-1
2nd map: Fort
« Reply #2 on: August 19, 2006, 05:47:03 pm »
thats just my grama, i cant change it.
img]http://img386.imageshack.us/img386/735/mdcuserbartemplatecylh3.jpg[/img]

krom

  • Posts: 56
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2nd map: Fort
« Reply #3 on: August 19, 2006, 08:19:19 pm »
Just tested (alone) the playground.  Here are my two cents advices:

- Overbright map are not a good idea. Trem need some dark areas for alien tactics,
- it looks a lot like ATCS: 2 routes to find a symetrical enemy camp. Maybe rethink the way each camp can be reached and add routes and extra rooms?
- textures are monotonous and not always applied correctly.
- roofs: they are very flat and almost always the same height,
- architecture: brush work look ok, but when adding details like pipes it may need more detailled structures and not end up in a flat surface.
- detail: alien base is not secured even against one human.

/me goes back mapping...

Thorn

  • Guest
2nd map: Fort
« Reply #4 on: August 19, 2006, 11:45:36 pm »
havent downloaded yet. btw your gamma or not , that has NO shadows in your screenie = ambient light at 100 or something