[MAP] BioLab *ALPHA*

[MAP] BioLab *ALPHA*

Postby Fallen » 10 Apr 2012, 20:16

Hey! Few months ago, I started one of many maps that I've ever worked on.
This time I decided to show preview of that map to community (I've newer showed my previous maps, and ussualy I just delete them, because I thought that my maps are really bad). Why now I share preview with community? It's only because of that community always can help with idea or smth.
Yes, that's map is very bad, and unplayable (spawnpoints etc are not set right now, so try to look on that map using EDIT MODE).

I know that textures is not fixed on whole map - I've done only 1/4 of the map and just copied it and mirrored to another 3 parts to make better feel on that 1/4 of the map comparing to that what you will see from that part.

Note: This is only ALPHA, and that map may be bugged.

Screenshots:
p80
67p

Changelog:
{l Code}: {l Select All Code}
*** Ver. 67p
- First public relase of map.
- Light test
- basic concept of map
*** Ver. 80p
- re-texturing
- re-mapping
- right now it's only 1/4 of map. I will finish that part then next parts.
- some changes wich are not finished yet
** Ver. BioLab94_alpha
- a lot of fixes and new bugs to fix...
- added spawns for dm and (m)-tdm


To do:
{l Code}: {l Select All Code}
- fix textures
- (re)place ents (weapons, lights, particles etc.)
- add more stuff
- make map looks more like destroyed/devasted
- make map look a little bit diffrent on each part
- bilboards (on 'bridge walls')
- add own textures (only few)
- add bots waypoints


Version BioLab94 (known as 'BioLab94_alpha): DOWNLOAD

From this time you will be able to see instantly any changes that I make! I will not work on this map everyday, but always latest *dev* version will be available HERE!
Last edited by Fallen on 25 Jul 2012, 20:48, edited 6 times in total.
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Re: [MAP] BioLab *PREVIEW*

Postby TheLastProject » 10 Apr 2012, 20:30

After walking around the map for a short while, this is my thought:

Positive thoughts:
- The map has a nice atmosphere.
- The layout lends the map for multi-matches, due to it having 4 "bases".
- The map is nicely detailed.

Negative thoughts:
- Sometimes it's quite confusing to know where you are, because all the 4 bases currently look the same (though I expect you to change that).
- Some minor texture issues, but nothing mayor.
- Some glass is hard to see, making me sometimes wonder why I can't pass through a certain area. You may want to look into that.

All in all, this map has great potential when a few things are changed. Don't give up FallenWarlock, I'd love to see this map in-game.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
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Re: [MAP] BioLab *PREVIEW*

Postby Ulukai » 10 Apr 2012, 20:39

I agree with TLP and would like to add that there would be even more atmosphere when you would add light sources (light textures) to the map as well instead of only light entities.
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Re: [MAP] BioLab *PREVIEW*

Postby Fallen » 10 Apr 2012, 20:41

@TheLastProject

TheLastProject {l Wrote}:- Sometimes it's quite confusing to know where you are, because all the 4 bases currently look the same (though I expect you to change that).


I agree, I want to make 4 diffrent colors of floor in every part of the map.

TheLastProject {l Wrote}:- The layout lends the map for multi-matches, due to it having 4 "bases".


When I started that map, I thought that there will be only '2 sides', but after few days I get idea to do smth to enable multi- on it. That's why I want to paint floor on every part of the map in a one of team color. There's one issue - there's ent with alpha and omega team, but I didn't noticed gamma and delta.

TheLastProject {l Wrote}:- Some glass is hard to see, making me sometimes wonder why I can't pass through a certain area. You may want to look into that.


Hmm... I didn't noticed that - can you make screenshot of that? I want to remove few windows, and don't use glass, just transparent cubes, because with transparent cubes I can make smth like broken glass then.

Ulukai {l Wrote}:light sources (light textures)


What do you mean by 'light textures' ? There's few things wich I made to look like light sources, probably it's done that bad that you haven't noticed that was made to be light source.

Thanks for your feedback!
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Re: [MAP] BioLab *PREVIEW*

Postby wowie » 10 Apr 2012, 22:15

If this is a bad map I want more bad maps! :lol:
I lost the game.
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Re: [MAP] BioLab *PREVIEW*

Postby rocknroll237 » 11 Apr 2012, 23:02

Wow, liking the atmosphere. Looks great!
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Re: [MAP] BioLab *PREVIEW*

Postby GooshGoosh! » 12 Apr 2012, 21:28

Nice map Fallen!
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Re: [MAP] BioLab *PREVIEW*

Postby Ulukai » 13 Apr 2012, 07:38

Hey Fallen, I've given your map another spin and you've certainly got the the theme right. I like the layout and the style of the map. However, you are using the floor2a texture (small grey tiles) quite excessively... Try picking some new textures and maybe vary some more. I've attached a screenie as well: I simply rotated 1 of 2 identical textures that are placed next to each other 180 degrees which give them a somewhat different look.

Some light sources aren't textured correctly as well (they aren't glowing white, you see the metal border instead) and also floor textures are a bit off here and there.

But you've done the biggest chunk of your map already. Keep on tweaking it a bit and it can become a very nice map to play. When you manage to get it in a playable stat, I'm prepared to put it on my server for testing.

screenshot.0001.jpeg
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Re: [MAP] BioLab *PREVIEW* [Ver. 80p]

Postby Fallen » 18 Jun 2012, 11:19

I've added next preview. I think that in next week I will have some time to work on this map.
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Re: [MAP] BioLab *PREVIEW* [Ver. 80p]

Postby rocknroll237 » 28 Jun 2012, 12:23

Looking forward to playing the new version!
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Re: [MAP] BioLab *ALPHA*

Postby Fallen » 25 Jul 2012, 21:00

Map updated to version BioLab94_alpha.
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Re: [MAP] BioLab *ALPHA*

Postby idkblaze » 25 Jul 2012, 21:05

Ah nice map xD (no lies) well like i said before if the screens were vscrolled it would be nice
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Re: [MAP] BioLab *ALPHA*

Postby 4rson » 26 Jul 2012, 02:46

This is starting to look really nice. I love the overall theme and it seems to play well so far against bots. There are quite a few texture offset errors but I suppose those will be fixed in future versions. I did find the layout a bit repetitive though. At the moment it is symmetrical in too many ways with (I think) 4 copies of each room. This would probably be good for multi, but if it isn't too much extra work it would be great to have more variety.

Anyway, great map and I look forward to seeing updates.
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Re: [MAP] BioLab *ALPHA*

Postby Ulukai » 26 Jul 2012, 07:24

You've been working with tiles a lot as floor texture, which reminds me a bit of the map 'bath'. You can give the tiles a more shiny look (they look dull and dusty and don't reflect much light right now) with the specularity option in the editing menu. You shouldn't overdo it either (try a value of 3 3 3) but it might breath some more life in your map ;)
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Re: [MAP] BioLab *ALPHA*

Postby Fallen » 26 Jul 2012, 08:46

4rson {l Wrote}: (I think) 4 copies of each room


Yep. That's why on 3 parts texture offset is not placed correctly. Every part will look a little bit diffrent than another, but it takes some time for n00b like me :P
Thank you for feedback :)

Ulukai {l Wrote}:You've been working with tiles a lot as floor texture, which reminds me a bit of the map 'bath'.)


Yep. Thanks for tip/feedback :)
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Re: [MAP] BioLab *ALPHA*

Postby 4rson » 23 Aug 2012, 05:16

Is there any chance of us seeing an updated version of this map? I think it has a lot of potential.
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Re: [MAP] BioLab *ALPHA*

Postby Fallen » 23 Aug 2012, 07:51

Yes, but atm I have so much other stuff to do (Queen Of Pain is effect of boredoom and that I didn't had access to *latest* BioLab).
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