Please Critique My Map

humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">screens and a bsp</div> Hi everyone, I would like some help with a map i've been working on this summer. The shots are brighter in-game as you can imagine.
<img src='http://www.umich.edu/~jadega/test1.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test2.JPG' border='0' alt='user posted image'>
<img src='http://www.umich.edu/~jadega/test3.JPG' border='0' alt='user posted image'>

Download of a small section of it: <a href='http://www.umich.edu/~jadega/test29e.zip' target='_blank'>www.umich.edu/~jadega/test29e.zip</a>

I realize r_speeds are bad in a couple places and it will be addressed. I'm not really interested in any 'syntax' messups you notice. I am especially interested in critique of my style: brushes, lighting, textures, that sort of thing. Is it too cramped or too open in certain areas? etc. Please be specific if you can, and thanks much!

Comments

  • F4F_EnderF4F_Ender Join Date: 2003-05-01 Member: 15976Members
    Well to criticize you need to have some experience in mapping (and i am working on my first one only), and after it depends a lot on your style and taste..... Anyway, from the screenshots I have seen (i haven't downloaded it because i have a 56K, and i m not sure it s a full version or a zipped version), I think that you have done a pretty good work, but the colors are too discotheque type for me (the blue is too bright) and the textures are a little bit flat.
    I think that it would look nice if the light colors were darker and if the textures were not a flat color. Try to add more details too. I think that your map is a good blueprint to work on, the shapes look great now you need to work on the details.
    Don't take it negatively, I'm not telling you that it looks like ****, on the contrary, but just trying to help you to reach a level of quality that I think you could reach.

    Good job and good luck for the future
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    Agreed, the blue light is too bright. :/

    Otherwise, it looks pretty good, Ill download the map tomorrow.
  • CrashCrash Join Date: 2002-11-01 Member: 3395Members, Constellation
    I like the originality of this map. Keep the lighting style, as it is a definate change from the standard red, blue and green lit maps we're seeing. It has more of a UV quality about it, which is well done.

    Nice work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    Downloading now, From the screenshots I love it, i`ll give more feedback in bit, I especially like the new look you have gone for, rather than the usual copying we see (esclipe look)
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    I think the lighting is a little less 'vivid' ingame, either way I would appreciate if anyone can take a few minutes of their time and load it up to confirm the difference between the screens and realtime.

    Also, I forgot to mention in the opening, there are a couple of portions of the map that are behind gratings and look like cliffs and snow, eventually I am going to work in that the map is a facility used to test kharaa in human/earth environments: arctic, desert, moderate, rainforest, swamp, etc. It might be a way to work in some different 'simulated natural' environments in a feasible way.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Its not ns style but nice.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited July 2003
    From the screen shots it looks like your skills are good - Brushwork is good, Texture application, lighting (although slightly 'different') and so on.
    My main complaint would be the total mish-mash or colours and styles. Some one mentioned discos and it seems quite like that. To improve on this I recon (just from screenies) you should keep the lighting styles separate, and use the blue only on the floor, yellows could go high up or something.
    I'm not sure, but basically an entirely blue area would be weird, and yet it's you have to be careful mixing those two lighting colours.

    EDIT: Just played it. Your screenies DONOT do this map JUSTICE! Any one - play the damb thing, walk around for abit. LOVELY. Lovely style, really great ideas, brilliant brush work and UNIQUE visuals. Hope it plays as well as it looks.

    1 BIG thing - Sounds! an echoy env_sound in that rocky room - the sweeping noise of those slow fans (they look abit flat btw) - The bleeping and pinging of various electrical arrays, the gusts of air coming through those beatiful tunnels and passagways. Give this map some AMBIENCE man - then your on a winner.

    Another edit: Screens and 1 more comment (heck, I've got time to spare <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
    The lift thingy sticks out and goes right through the floor. It don't look good.

    <img src='http://www.parkway-capital.com/steve/sigs/test29e0000.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0001.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0002.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0003.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0004.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0005.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0006.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0007.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0008.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0009.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0010.jpg' border='0' alt='user posted image'>
    <img src='http://www.parkway-capital.com/steve/sigs/test29e0013.jpg' border='0' alt='user posted image'>
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    seems like a new style, i like it.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I found this map incedibly cramped and disorienting. The hallways are far too crapmped for players moving as a team, no hive so I could test Onos movement, but I bet e couldn't get through there. Ther are lost of little things to step over, moving your view vertically, this adds to the dis-orientation. The construction of the details was excellent, they are just too close together.

    On the whole the lighting didin't seem to match the size and colour of the light textures. Interesting scolling light texture, looks like those picture sof DNA samples you sometimes see on TV.

    Marines really need an open, flat, spawn area, as it is the first couple of skulk rushes would win with the MS designed like that.
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->*The lift thingy sticks out and goes right through the floor. It don't look good.
    *1 BIG thing - Sounds!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good catch on the lift, I contemplated changing it then I thought no one would notice, but I will remedy that now. And your suggestions for sounds will fit in quite nicely later on.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I found this map incedibly cramped and disorienting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I will not argue, it is cramped! But thats what i'm going for, we'll see how it works out. Disorienting as well? Perhaps some 'ramped' clip brushes will take care of some of that bobbing effect of the little lips. I'll hit the leaves limit before I hit the clipnodes, so i'll have plenty to spare for that, especially with cagey's wonderful tools.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines really need an open, flat, spawn area<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'll have to think about how I could work that in, maybe extending the top step going up to the command chair back farther and making it more of a box with a semicircle end instead of just a semicircle end.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    It looks.... really cool. The map looks very themed to me in a kind of blue-purply glow and I just love it.

    Good Job.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    lil thing I've noticed - some of your light spots don'thave visible sources.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Good work architecturally however almost everything ChromeAngel said I too agree with.

    While I was never disoriented... you should have that looked into Chrome... ^_^. I did find it to be too cramped, this is an Onos' worst nightmare for sure, also yeah more than two people couldn't fit around most corners and into most hallways. Other than that I love your lighting style and everything, it's very nice, an interesting map for sure.

    I don't remember who said this but someone said something to the effect of - if you're walking around a map and you stop because you think you hear a skulk, even though you damn well know you're alone - then you've achieved something amazing.

    P.S. Your map made me stop and listen.

    ~ DarkATi
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    <b>Holy Mother of Jesus selling French Fries on a Moped!</b>
    That looks great!!!!!1111oneone1!!1one
    I could use a break from the ordinary.
    When do you expect this baby is done?
  • kidakida Join Date: 2003-02-20 Member: 13778Members
    I really like this style, its not repetitive with the same bland colors of white and light red you see in other mundane maps. It has some flare to it that other maps do not have. Its fun and colorful....Reminds me of the JKII days.... Then again, NS is a dreary game with dreary maps, so bland colors of white and red are needed...ehehe...to fill in the spaceship theme of it.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    from what i have seen on the screenies, it looks absolutely fantastic.

    if what the others are saying is true, it can not get accepted as an official map as one of the "rules" is that there is at least one "onos freindly" path between each hive and from each hive to the marine start
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    From the screenshots, it looks fantastic. One of the things I've noticed in NS, at times it's REALLY hard to see certain enimies and structures, this map looks like it's lighting allows for... Well, view. It looks vivid and the lights definentley make it stand out from other maps. You're architecture looks like you put a great deal of work into this map, I hope it makes the 2.0 cut. As for Onos friendly, pssh! Sure, make all the nessecary stuff if you want official acceptance, but Onos don't deserve it. I hope this architecture makes it easier to battle Onos, hopefully make it so one Onos doesn't cause a loss in game. I like slow, painful, Fade/Lerk/Gorge death! Adds to the drama. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
    Sadly, the only combatant that made it out alive was the Onos.
  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    If I'm not mistaken, in the present space ships/stations, everything is really really cramped, so when I
    first downloaded NS, I was quite shocked when I saw big open rooms in many levels. I had expected
    a lot of duct crawling and narrow tunnles with lots of technical equipment. I would love to see such a map,
    where the architecture isn't only comprised of big hallways and some less big, but still quite big hallways,
    plus a few very narrow vents, but instead would more resemble a purpose-built vessel where space is
    very limited, and crew space is low priority over equipment placement. Lots of gadgets and machinery
    cramped into tight spaces, with wires and pipes all over the place...ok, I'm ot here.

    Anyway, I like the fact that someone does something a bit different that doesn't involve a cardboradbox.



    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
    Go gorgerush!!
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    As far as being too cramped to move properly, I tested it out with onos and found only one place where he was clipped and it was easy to fix. In other words, he can get around just fine and so I assume in all places that two marines or two smaller aliens can pass by each other going opposite directions. And now with the proper clipping implemented on the ground to take care of the bobbing effect that slows him down, once you know the twists and turns of the map you can get going rather fast with the onos. And, because it is so tight, once the onos turns the corner on a marine there is nowhere to go, which is what I always imagined happening myself: onos bearing down on helpless marines with nothing to do but back away firing. Of course, with the ability of players to build things, it could become incredibly over-cluttered as well. I have a mind to func_nobuild the doorways and stairwells, if need be.
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    HOLY ****! What I am about to say is no exaggeration. That small teaser is currently tied with Bast as my favorite NS map of all time. Please do not change the design or lighting to make it 'conform'. It's perfect. Concentrate on eliminating the occasional minor uglinesses, such as the way the transparent grating intersects with some sticking-out details (seen in one of chubbysteve's screenshots).

    Also, though you are truly the master of creating disorienting maps, the layout is still basically a simple figure of eight and roughly symmetrical. Maybe it could be made even more devious by strategically placing a few blockages such as doors or collapsed areas. Some of these could be made weldable.

    It's a shame that this map could not be made really huge, because you will probably soon run into a compile limit <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> .
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    humbl1ed, your skills keep getting better and better. I haven't gotten a chance to download this and walk around, but this looks highly original. I can't tell if it fits the style of NS yet or not, but it's definitely luscious.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Hmm. Aesthetically this map is exceptional, it really is near a masterpiece of design. But i think that it suffers practically because of that. As it has been mentioned before the corridors are, in places, quite tight and restrictive which could cause problems with a number of players or an onos, the lighting is ... "new" ... i don't say that in a bad way, but i guess it's something that's still yet to grow on me, but don't get me wrong, it's not a bad "new". <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Because of the extravagant architecture in places, and the vast number of indents on the floor, i can see this being quite a problem for players, either getting disorientated or losing their aim from stepping into a recess in the floor, or a skulk getting caught on one of the many pieces of architecture.

    These are, however, just my thoughts. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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