01-23-2016, 11:45 AM (This post was last modified: 01-23-2016, 11:53 AM by SpiKe.)
Thanks SPLAT ^^
I updated the first post with a new release, metro_r1a, and I added a changelog.
Thanks to packer's feedback, I changed the spawnpoints layout and moved the Crylink out of the flag bases. It should be less annoying for attackers to enter the flag room now
In a future release, I'll try to add a third entrance to the base on top of the escalators (probably through a broken elevator shaft, as packer suggested).
PS:
By the way, does somebody know why the water in the flag room is transparent?
The water should have this dirty brown-yellow color, as seen on the first post. I compiled the map with default Xonotic settings.
01-28-2016, 01:42 PM (This post was last modified: 01-28-2016, 01:46 PM by Mario.)
Nice work, will load it up on Kansas.
As for feedback:
I kinda feel like that area underneath the bridge with the 2 tinfoil teleporters is a bit... lacking. Not sure if it should have another room, or just another way back up to the top, but the teleporters look a bit out of place.
02-17-2016, 01:56 PM (This post was last modified: 02-17-2016, 01:58 PM by Justin.)
I can't believe I haven't posted on this yet! Very good job! It is by far your best CTF map which means you are improving yourself all the time (this is a kind of legacy Xonotic mapping scene wants).
Map: The tunnels seems slightly over-scaled but this might be just a false feeling (perhaps the metro wouldn't fit if you shrinked them). The atmosphere is present and good but could be more profound (with stronger lighting contrasts, more color depth (lighting, not textures) and slightly more 'destruction'. Don't be afraid to 'spoil' some stuff and remember that as long as you clip it there shouldn't be a problem!) You could try adding more sand here and there and you could perhaps want to convert all the terrain pieces into meshes (less polygons and better results + vertex blending which always look good) . Good job for using the planks, they add to the 'old' atmosphere.
Maps layout is simple and original, there is some verticality but not so much. You added different heights for different rooms however you slightly neglected the power of platforms... Although in this case (large CTF map with original layout room-corridor like) I wouldn't worry about things like that so much. There are already some ramp jumps and height differences which should be just enough for players to enjoy!
Overall for me its almost perfect (it will be perfect when you finish polishing the 'visual side' )
02-20-2016, 05:09 AM (This post was last modified: 02-20-2016, 05:10 AM by SpiKe.)
Thanks guys ^^
@kwakkie: I didn't make the map with instagib+hook in mind, but I'm curious if it works good with this mod
@Justin: I also think the map looks too "clean" right now, it definitely needs some polishing
I'm also trying to add more verticality by adding a room on top of the escalators, and connect it to the underground corridors with an elevator shaft.
Changes:
- Re-arranged the direction panels in the corridors.
- New teleporter model.
- More details, the metro station should look more abandoned.
- Improved lights.
- Ambient sounds.
- Tweaked spawnpoints a little bit.
Screenshots and download link are up-to-date in the first post.
Changes:
- Re-arranged the direction panels in the corridors.
- New teleporter model.
- More details, the metro station should look more abandoned.
- Improved lights.
- Ambient sounds.
- Tweaked spawnpoints a little bit.
Screenshots and download link are up-to-date in the first post.
Still no new room, maybe in a future release
Keep the good work up! Here is some feedback:
This metro is out of order for a long time. Maybe adding some plants and more destruction here and there? Check how Cortez is making this for he is very good at making loose tiles, terrain, damaged walls, etc.
I feel like the meto train cannot be made of stone and concrete, I would strongly recommend metal.
Try to diversify its shape. It's good as it is but could be better.
I can imagine how irritating it is to bump constantly into those.. Maybe I lost me movement skills but I just keep on hitting them!
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Thanks a lot Justin, BuddyFriendGuy and Cortez666 for your comments & feedback!
I have some time this summer, so I'll work on the improvements / fixes you suggested
I also started to work on another map, so it might take some time ^^
The most tricky part will be the trains. I'm kinda limited by the Xonotic texture set here, but I'll try to make them look better (and less "concrete" )
About the plants, Justin: it really looks cool, but there is no sunlight in this subway station
(08-04-2016, 03:33 AM)SpiKe! Wrote: About the plants, Justin: it really looks cool, but there is no sunlight in this subway station
A very good point indeed (though people expecting realism is probably not Xonotic's target group). How about breaking up the ceiling at some spot and having tree roots come through? Inverse plants :oD
(08-04-2016, 03:33 AM)SpiKe! Wrote: The most tricky part will be the trains. I'm kinda limited by the Xonotic texture set here, but I'll try to make them look better (and less "concrete"
i know that you are limited there, but thats not really an issue.
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
(08-04-2016, 03:33 AM)SpiKe! Wrote: About the plants, Justin: it really looks cool, but there is no sunlight in this subway station
A very good point indeed (though people expecting realism is probably not Xonotic's target group). How about breaking up the ceiling at some spot and having tree roots come through? Inverse plants :oD
The Venetian Las Vegas Casino has an indoor sky. It looks very realistic. The ceiling is actually shaped similar to the subway tunnel.