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[WIP] <Island>

Hello I'm making a new map and I'd like to hear some feedback during the process.

Its basically a big island with stacked arenas. Giving many places for 1v1 situations but also being traversable fast. (Jumppads, 8 Warpzones)
It has the Onslaught stuff and bot waypoints.

Less lazy desc:
My idea is to have 2 asymmetrical bases with many different approaching angles and variable paths (with varying difficulties). Having open and closed areas mixed to be able to utilize all weapons without making the sniper too powerful overall and having a sniper blocking an area all the time as valid tactic because you have enough ways to get around him or even sneak up from behind. (+providing near machineguns as counter)
Also providing increasingly more geometry for trick- and laser jumps. (you can traverse vertical on the sides using 1 laserjump per floor). There are 4 warpzones for each base connecting the lower with the upper floors but a bit angled to slow you down on those (as compensation for being an easy way and for render performance).

Any feedback is highly apprechiated even if you think this map sucks. (but at least tell me something I could improve on and maybe I got something you'd like me to keep)
I took the feedback of my last map (hex) very seriously and while I like making bigger maps I try different ways to make capping about as fast as you're used to.

New version:

All Imges:

[Image: abzHyEH.jpg]

Back: | Bay Area:
[Image: fSJQ8SA.gif] [Image: KOP6uWG.gif]

[Image: 7Mzf5EW.jpg]

[Image: DYqPGK0.png]

EDIT: bit less lazy description
[Image: 115866.png]

Thinking about taking it into SPAAACEE because that calm-reflective-evening-sea-thing looks kinds relaxing and boring. Also it hurts performance.
Added some experiaental detail to jumppad and warpzone rooms. And falling now kills you so the vertical route on the sides(laser jump) is now risky on its own.
And gave each floor some rim-lights so you can easily tell what your floor you're on.


[Image: H1MnYWr.jpg]
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(If you're wodering about the fps, mine are locked slightly below what my monitor can handle for freesync)
[Image: 115866.png]

wow good work
[Image: 39855.png]

Making it a generic space floater just seems like a downgrade, I liked the evening sea style more. I think the issue was the interior, which did not quite match the outside aesthetics.

Thanks for the feedback. Yeah got some problems with the interior design. I went with some greek-like style. But while looking imposing on the outside its mostly plain white stone with some engraved stories below the roof and statues while spreading symmetries and certain ratios across the place which make for subtle details. For the inside I mainly tried using those big doors their temples use and getting some kind of city going on.

At the moment I try finding a balance between this ancient style and xonotics.
These are my thoughts on it:
-taking the greek style and apply xonotics a bit improvised(those lamps and solar panels should get wire connections) like an excavation with some repurposed rooms
-being already excavated and mostly repurposed
-blending those styles to get some kind of industrial retro greek style
-making it a greek styled space station (a bit like mass effects omega) with much neon signs and glowy lights
-trying something completely different because maybe that greeky isnt the right thing (also thinking about replacing all pillars with squared ones, cutting the round edges to make a half-'+'-shape on the ends for easier vertical traversal)

What I'm actually doing:
-mixing the ideas above and trying to figure out what aspects I can combine to look decent while also trying new ideas

Funny thing is I'm using the same water texture as on this map but on my client it has no refraction looking that flat and boring. With that the water would be acceptable. Because I can't use the fog for reinforcing the water because it's better used for color perspective as the map uses mostly the same colors across it.

EDIT: now i even got a new concept like taking the calm sea thing, make a good water texture, gold (and maybe other metal) textures and make it look more steampunk-industrial but less modern and keep the improvised xonotic lightning and make the excavation thing more prominent. I'm also not quite happy how the rooms are like isolated islands within each floor. so many choices while being too undecicive :/

If you got any ideas or suggestions for the map just post them and ill put them into my mix of concepts and if it fits within the concept I'm finally going with ill make it. (my brother had the idea of taking it into space and making it a station with casino, strip club etc. that would require me to rebuilld most rooms i guess but i would do as i see fit)

EDIT2: good that i uploaded it didn't know that autobuild deletes everything :/

EDIT3: I guess sandstone is the way to go i also tried getting some believable gold textures but seems like i cant overlay a envmap to a specific region of a texture :/

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[Image: 115866.png]

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