[MAP]DestructionSite

[MAP]DestructionSite

Postby Rabidbutton » 05 Dec 2012, 05:16

The attachment 20121205164501.png is no longer available

20121205164501.png

20121205164631.png




Created by GreaserPirate, JDWhyte, and Rabidbutton.
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DestructionSite.zip
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20121205164904.png
Last edited by Rabidbutton on 28 Jan 2013, 09:54, edited 12 times in total.
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Re: [MAP]DestructionSite

Postby DrachenComputer » 05 Dec 2012, 09:20

That was a nice projekt with big starting problems. I remeberd that both sieds not being mirrowd. But now after I did that, it looks good.
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Re: [MAP]DestructionSite

Postby Ulukai » 06 Dec 2012, 13:49

Looking pretty good from the screens. When I find some time, I'll give the map a testspin and report back.
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Re: [MAP]DestructionSite

Postby Ulukai » 10 Dec 2012, 10:23

I gave the map a spin and here is some feedback. Onslaught is not tested since I never play that in other maps either, I would not be able to compare it to how it plays in official maps.

- I like the look of the map. Overall it is nicely textured.
- Everything is looking quite square though. Try making some original shapes and using some angles (both vertically and horizontally) to make it look more unique and detailed. For example the large poles with the team textures on could be angled a bit without too much effort.
- The elevator idea is very neat! I want an elevator like that at my office too... :) Good idea and beautifully executed. It looks nice.
- The names on top of the building are a rip-off of Ubik. I think it looks nice and stuff, but maybe something more original is in place? What about some funny parody names of famous companies instead?
- Some staircases are very steep while others are normal. Try to use the same angle here as much as possible.
- What's the idea about the lowest floor? It took me a minute to try to figure it out, but I found it just to be annoying without having advantages...
- Add some sounds to the map. Fire for example makes quite some noise irl, try to add some atmosphere here to reflect the danger of the fire.

That's what I'm thinking about right now. I'm at work and can't provide screenshots here, but if you need some clarification I can take screens later this week. But you'll get the idea. Keep improving the map because I think it has potential and I had a good time playing on it. It is small to medium sized, has a nice flow and looks good, so go for it!
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Re: [MAP]DestructionSite

Postby Rabidbutton » 11 Dec 2012, 13:47

Thank you...I haven't heard from JDWhyte and GreaserPirate in a while.
The square shapes kind of complement the construction site theme, and the various stair angles add to character don't you think? :)

About the see through floor, the very point of the transparency was to be confusing at first, the platform guards the flag in its own way and makes it a bit more challenging and fun to capture.

haha, the "JD and Rabid signs" yeah ubik does have a sign very much like these ones and I'm not really sure what to do about it, the last time we were asked if we would remove the signs, JDWhyte said "Wouldn't that be like castration? lol", so I'm not sure about that one, I might need to discuss it with the others...

Also thank you for reminding me about the sound effects, they crossed my mind at one point and then I completely forgot about them among the other things that I had to add :)
and I have to ask...does the lowest floor where the death material is look dangerous enough to you?
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Re: [MAP]DestructionSite

Postby Ulukai » 11 Dec 2012, 14:32

Rabidbutton {l Wrote}:Thank you...I haven't heard from JDWhyte and GreaserPirate in a while.
The square shapes kind of complement the construction site theme, and the various stair angles add to character don't you think? :)

About the see through floor, the very point of the transparency was to be confusing at first, the platform guards the flag in its own way and makes it a bit more challenging and fun to capture.

haha, the "JD and Rabid signs" yeah ubik does have a sign very much like these ones and I'm not really sure what to do about it, the last time we were asked if we would remove the signs, JDWhyte said "Wouldn't that be like castration? lol", so I'm not sure about that one, I might need to discuss it with the others...

Also thank you for reminding me about the sound effects, they crossed my mind at one point and then I completely forgot about them among the other things that I had to add :)
and I have to ask...does the lowest floor where the death material is look dangerous enough to you?


Square shapes are not a dealbreaker, but imo in some points the map could benefit from just a tiny bit more detail or roundness. It's a matter of taste maybe. But I do find that the steepest staircases with the small stairs feel out of place. I agree that staircases can LOOK different by shape and texturing, but the small stairs just look weird.

The signs on the roof are very nice and give atmosphere to the map, but the idea is not original anymore. If you want to differentiate the map from the others that are already in the game, you might want to think about something else to place on top of the buildings.

Will have to check again for the death material. The flag floor however is really annoying me. What office building has a glass basement floor anyway? :p
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Re: [MAP]DestructionSite

Postby Rabidbutton » 11 Dec 2012, 23:25

Ulukai {l Wrote}:I agree that staircases can LOOK different by shape and texturing, but the small stairs just look weird.
Will have to check again for the death material. The flag floor however is really annoying me. What office building has a glass basement floor anyway? :p


Oh those staircases, I know the ones you are meaning now, they are very steep and their steps are too small to be helpful...
As for the lower floor of the office building, I just like to imagine that the lower room is still in construction, it's a little far out sure, but then again isn't a construction site situated on a floating lot in the sky also pretty far out?
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