Author Topic: Map Showcase  (Read 1655 times)

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Re: Map Showcase
« Reply #15 on: January 06, 2010, 07:26:28 AM »
...maybe you could have one of the gates be slightly open so you can look underneath and maybe see some crates or a truck but you can't go through and it's dark so you can't see the whole warehouse.
No real speed issues because you won't have the whole area in there but a lot more diversity and depth in your map.

Bored much?

Jerion

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Re: Map Showcase
« Reply #16 on: January 06, 2010, 07:29:19 AM »
Crates, concrete bunkers, loose papers, piles of dirt, and random debris are the filler of choice IMO. I'm aiming to make the geometry relatively simple, but with a large amount of repeated doodads organized to provide lots and lots of smart cover.

@ 9: Maybe, I'll consider it.

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Re: Map Showcase
« Reply #17 on: January 06, 2010, 10:43:09 AM »
Your game fails the crate test miserably.
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Re: Map Showcase
« Reply #18 on: January 06, 2010, 01:15:37 PM »
Well, depends what map you start on since it's not linear. If you start out in the outdoor one, the game is amazing by StC standards.
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Re: Map Showcase
« Reply #19 on: January 06, 2010, 01:42:56 PM »
Heh, good point.
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Jerion

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Re: Map Showcase
« Reply #20 on: January 06, 2010, 11:39:29 PM »


Just gotta pump up the atmosphere a couple more notches. Those big black crates need work too.

Also, StC -INF  ;D

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Re: Map Showcase
« Reply #21 on: January 07, 2010, 12:16:02 AM »
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Re: Map Showcase
« Reply #22 on: January 07, 2010, 01:17:11 AM »
The massive girders with no support are not realistic. Add supports and a roof so that they have a purpose.
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Jerion

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Re: Map Showcase
« Reply #23 on: January 07, 2010, 01:38:41 AM »
The massive girders with no support are not realistic. Add supports and a roof so that they have a purpose.


No roof, at least not a complete one. That would defy the point of an exposed outdoor map. Supports, sure. Maybe I'll suspend several turned off lights from them, give them a purpose that way.

And in case nobody's figured it out, this map is basically crates and bunkers. Lots of crates and bunkers. I could run a catwalk or two across the upper portion of the map but that would be pretty pointless since anybody running up there could be shot from nearly any position.

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Re: Map Showcase
« Reply #24 on: January 07, 2010, 03:39:34 AM »
Your game fails the crate test miserably.


As I recall, halo 1 loses the crate test. I played it ages ago, but don't you start in some crate thing?
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Re: Map Showcase
« Reply #25 on: January 07, 2010, 03:48:30 AM »
Mertoid Prime 3 fails it in 5 seconds, it even describes the crates!
In other news, I'm working on a crate map for dimball, Mr K already knows ;)
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Re: Map Showcase
« Reply #26 on: January 07, 2010, 04:46:37 AM »
That's really nice Mr. K! Very atmospheric, like a wet sort of shiny look after a slight rain.
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Jerion

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Re: Map Showcase
« Reply #27 on: January 07, 2010, 05:04:25 AM »
That's really nice Mr. K! Very atmospheric, like a wet sort of shiny look after a slight rain.


That look is fairly simple to achieve. You just have a flat normal map (you can scale it down to 4x4 to save space), the color map, then a darkened and slightly blurred spec map. Pair it with the right ambient light & sun source, toss in some fog...

The result is a shiny matte look to the surfaces. Really gives a dynamic feel to the textures and lighting, and looks better than the flat lighting you get with just a lightmap.

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Re: Map Showcase
« Reply #28 on: January 07, 2010, 07:08:31 AM »
Mr_K: The map looks great, and I thought of an idea for it. Have a roof, but destroy about 60% of it. Leave panels lying on the ground, and have some attached to the girders to make ramps that players can walk up. Basically make it possible to walk around up on a second floor, but make it really complicated to navigate and get up their, and with a lot of space to fall through the floor.

Just an idea though, since it might make the map more indoors, which isn't what you're going for.

Jerion

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Re: Map Showcase
« Reply #29 on: January 07, 2010, 08:07:17 AM »
I'm re-arranging some stuff on this map. In getting it to look like it does though, I ended up slaughtering the fps (as usual). So I'm working through it, doing what I can to speed things up again. In the course of that, I discovered a little trick that could provide a not insignificant speedup for Warehouse.