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Latest map attempt by Kalti
Posted: Tue Aug 31, 2004 9:30 am
by Kalti
Just to get some opinions on the work sofar
All is still sketchy at best. The map has 3 main levels and will be expanded. Keywords are
Crossroads (mohdm4) for the waterpart of the map and
Southern France (mohdm1) because of the ambiance...
Posted: Tue Aug 31, 2004 9:42 am
by jv_map
It looks great, but it would look better and more original if you'd use some textures that aren't used in Southern France
Hint: use a different wall texture for each building (especially plaster is excellent for a France atmosphere) and suddenly you'll find your map starts to live
Great work though... especially gameplay-wise it looks excellent... please don't make the map too big

Posted: Tue Aug 31, 2004 9:55 am
by m4rine
wow, that looks a very nice map, i can't wait to play it!
i agree about the textures, it needs more variety
otherwise it looks amazing!
Posted: Tue Aug 31, 2004 10:03 am
by Kalti
Thanks guys and yes the repeated texture is something I need to change... keep in mind some of the larger walls are to be carved up into seperate buildings and or walls. The building on the right is one of the examples of how I try to vary the texturing.
I might need to create some custom textures to complement the selection. *watertexture?*
Too big ? well i'm a bit afraid of it getting to big, but I don't want to make it too small either.
Btw. The coffin like boats are to be replaced by models

Posted: Tue Aug 31, 2004 6:21 pm
by Cheetohs
This map looks like a very good map to test, if you know what i mean

. Looks very well done Kalti, Nice work, so far!
Posted: Wed Sep 01, 2004 2:11 am
by Stratocaster
Cool!!!
The main building is originally crafted and the elevated covered bridge is a nice piece of work too, congratz!
Posted: Wed Sep 01, 2004 12:17 pm
by silver
nice map
my map sucks next to yours

Posted: Wed Sep 01, 2004 2:27 pm
by Bjarne BZR
Me like! Seems you got a good combo of good looking architecture and playable areas.
As for the texturing: [inlude=jv_maps_comment]

Posted: Wed Sep 01, 2004 9:34 pm
by Kalti
Thanks all !
Textures will be changed to achieve the diversity this map needs
Atm. I'm merely trying things with the global layout while trying to keep the map within the limits you lot mentioned. Also, I'm using new techniques (at least for me) so I may need some time to complete it all and release a 'test' version.
Main problem for now is the water texture, so nothing new really...
But I have two new screenies, nothing drastic, just some some texture changes on the warehouse in the first pic (and added detail) The second pic shows a new 'area' of the map, where levels 2 and 3 are connected by the stairs...
Btw. happy birthday Bjarne

Posted: Thu Sep 02, 2004 6:59 am
by jv_map
Nice

Posted: Thu Sep 02, 2004 8:09 am
by Bjarne BZR
Just that little change in the texture makes a huge difference

Sweeeeet.
Posted: Thu Sep 02, 2004 7:26 pm
by HDL_CinC_Dragon
Bjarne BZR wrote:Me like! Seems you got a good combo of good looking architecture and playable areas.
As for the texturing:
[inlude=jv_maps_comment] 
Lol, i think your workin with scripting a little too hard
kalti, the map looks extremly good. Looks great! the detail is also very nice. It leaves room for marksmen and close combat. well done!
I also see a lift in the main area, is that going to be used or is it just decor? If u want, me or some other scripter can make it work for you... or do u know scripting and dont want it to be "animated"... or are you planning to do that later?
Posted: Fri Sep 03, 2004 8:58 am
by Kalti
lol... thanks, the 'lift' wich is visible is not to be scripted, it's just there for detail and to provide for another level (as in height) for players to engage from.
However, there is a lift on the inside of the building wich should be scripted though. Atm I'm thinking of trying to script it myself... although one can expect me to need help doing it the right way

Posted: Fri Sep 03, 2004 9:01 am
by Shuriken1
Theres a nifty lift tutorial over at the Rjukan Project site:
http://gronnevik.se/rjukan/index.php?n=Main.Elevator or
http://gronnevik.se/rjukan/index.php?n= ... veElevator
Hope it helps. I've just made a lift from that tutorial and it works a treat

Posted: Sat Sep 04, 2004 10:10 pm
by m4rine
or to make it
very flash, you could use tom's pointer's, available at
http://smallsumo.leveledit.com/tltrude i think, that would be sweet.
a hand appears for you to select what floor for those who dont know
