My Map [message #472308] |
Sat, 28 July 2012 16:34 |
C4Smoke
Messages: 233 Registered: October 2011
Karma: 0
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Not all the way done, I am still going to add tunnle networks and underground Tib-Cave, I am going to probably add one turret and one Gaurd Tower just for some defenses, more trees and bushes to come, My first real legit map what do you guys think? and any suggestions / tips.
Edit: In first screen shot I know the mountains looked stretched and its fixed its mostly just showing the river, I fixed it and to lazy to take another ss.
[Updated on: Sat, 28 July 2012 16:35] Report message to a moderator
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Re: My Map [message #472312 is a reply to message #472308] |
Sat, 28 July 2012 17:07 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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C4Smoke wrote on Sat, 28 July 2012 16:34 | Not all the way done, I am still going to add tunnle networks and underground Tib-Cave
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My advice do not start texturing when your map meshes aren't done.
Especially if you still want caves / are working heavily on the meshes.
For the rest it is a basic map but it is a start!
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Re: My Map [message #472324 is a reply to message #472308] |
Sat, 28 July 2012 23:24 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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It doesn't really matter if you apply textures or not while you're modeling. What does matter is getting the shape of the objects correct. As others have noted, your design is pretty rough. You'll want to put some work into it and give it some resolution to get that cliffy feel. You'll want to play with the edges and pull it out. Use some references to help you get the shapes down. You can always make low-frequency detail (larger shapes in the rockface) as the primary feature of your terrain and allow a tiling texture to fill in the details. Afterward, you can polish it with a texture blend which, for your scene, would likely be grass or a moss of some kind.
http://www.environmentalgraffiti.com/featured/incredible-cliff-faces/10012?image =2
There's some ideas for cliff faces taken directly from nature. You might wish to play around with that and see if anything fits the aesthetic you're going for.
You'll also want to use the UVW Mapping modifier to tile your textures in such a way that the grass repeats; you'll prevent it from being a very blurry mess when you're on the ground. When you feel more confident with the tools, I would recommend moving past the simple "box canyon" look and attempt to make it look more natural; some sort of terrain features could be added (such as roads, bridges, forests, etc) to remove the huge cliff faces that you've placed in favor of a more natural looking design which would tell players that they're unable to leave. It's better to have a road leading into the distance that's been blocked with signs or some other obstacles, backed up with an invisible barrier, than it is to have the Renegade "box canyon" where there is no way in and no way out of the terrain.
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Re: My Map [message #472325 is a reply to message #472308] |
Sat, 28 July 2012 23:41 |
C4Smoke
Messages: 233 Registered: October 2011
Karma: 0
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Thank you so much ACK, coming from a mapper legend like you, I am still getting the hang of it and thank you for your tips and advice!
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Re: My Map [message #472333 is a reply to message #472325] |
Sun, 29 July 2012 04:37 |
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cAmpa
Messages: 597 Registered: March 2006
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Colonel |
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C4Smoke wrote on Sun, 29 July 2012 08:41 | Thank you so much ACK, coming from a mapper legend like you
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Are you kidding, HIS MAPS IS BAD.
Bückstabü!
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Re: My Map [message #472338 is a reply to message #472308] |
Sun, 29 July 2012 15:18 |
Generalcamo
Messages: 522 Registered: October 2010
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Colonel |
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Coincidence: I was working on something like this back in 2010, when I was twelve. Lots of things changed since then...
Anyway, The tops of the mountains must be smoothed out. Add more polies to the tops. Don't go crazy on them, just enough to make it a little rounder.
Building on what Aircraft Killer has said, it might be a good idea to have a natural boundary. Add thick trees, or a big river. If you want, you can have a path leading off the map. Just make sure you add some invisible instakill mines. If you need help setting those up, then you can contact me.
Also, what program are you using? If it is 3ds max, I recommend using Aircraft Killer's Setup, as those are more optimized then the original renegade buildings.
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Re: My Map [message #472800 is a reply to message #472333] |
Sat, 04 August 2012 23:26 |
C4Smoke
Messages: 233 Registered: October 2011
Karma: 0
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cAmpa wrote on Sun, 29 July 2012 04:37 |
C4Smoke wrote on Sun, 29 July 2012 08:41 | Thank you so much ACK, coming from a mapper legend like you
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Are you kidding, HIS MAPS IS BAD.
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His maps are legit and very well done what are you talking about...
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Re: My Map [message #472813 is a reply to message #472800] |
Sun, 05 August 2012 02:12 |
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sla.ro(master)
Messages: 610 Registered: September 2010 Location: Romania
Karma: 0
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cAmpa wrote on Sun, 29 July 2012 04:37 |
C4Smoke wrote on Sun, 29 July 2012 08:41 | Thank you so much ACK, coming from a mapper legend like you
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Are you kidding, HIS MAPS IS BAD.
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thats why all custom maps server host his maps?
Creator of Mutant Co-Op
Developer of LuaTT
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Re: My Map [message #473039 is a reply to message #472308] |
Fri, 10 August 2012 15:46 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
Karma: 0
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BUT HE DIDN'T MAKE CARNAGE_CLUB_XTREME.MIX WHICH IS BY ALL RIGHTS THE BEST MAP EVER
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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Re: My Map [message #473040 is a reply to message #472308] |
Fri, 10 August 2012 16:32 |
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Good-One-Driver
Messages: 959 Registered: January 2009 Location: Ukraine
Karma: 0
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Colonel |
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I haven't worked on it recently but I am going to start again.
Quote: C4Smoke | Good-One-Driver is a little noob crying kid who sux at renegade I say let little noob kid Good-One-Driver cry all he wants lmao
Cry away little tiny kid
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[Updated on: Fri, 10 August 2012 16:32] Report message to a moderator
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Re: My Map [message #473076 is a reply to message #472308] |
Sun, 12 August 2012 12:00 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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The base structures seem rather spread out, is that deliberate? By eye I would guess 25-30 seconds to get from the back end of the HoN to their power plant, giving little chance to defend a timed c4
Edit: Also, unless you plan to add powered defences the power plant is a bit useless.
[Updated on: Sun, 12 August 2012 12:02] Report message to a moderator
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Re: My Map [message #473083 is a reply to message #472308] |
Sun, 12 August 2012 14:12 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
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General (1 Star) |
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Your terrain edges of the mountains are too straight. You should make them look more jagged. Also the mountain texture looks stretched out.
Also I agree with danpaul. The buildings are too spread out and far apart. Try thinking about how C&C_Sand is. It's an infantry map and the walking distance from building to building isn't that long but also, try avoiding the buildings to be double beaconed.
Creator of NetGuard, an IRC network regulator.
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Developer of the CloudyServ Ren-X bot.
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