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Map: Transience

PostPosted: 04 Jul 2013, 23:41
by Boognish
Hey y'all, I finished this new map which hopefully will play good enough to be submitted to the next release. Its called transience. I was going for the a floating ruins type of thing... something different.

Theres bound to be some editing mistakes in here somewhere. Please let me know if you have any suggestions!

Re: Map: Transience

PostPosted: 05 Jul 2013, 01:17
by quintux_v
Boognish {l Wrote}:I was going for the a floating ruins type of thing... something different.


Man, you beat me to it. Had plans for a map similar to this (I have the drawings with me as I type), but it looks redundant now. Not to mention I have little experience mapping.

Boognish {l Wrote}:Theres bound to be some editing mistakes in here somewhere. Please let me know if you have any suggestions!


Yes.

20130704175100.png


I felt like you could have added entrances to this building, plus the textures seem a bit simple. As you can also tell, you need to optimize geometry. /remip.

20130704174727.png


I was stuck for a time under those stairs, may wish to do something about that.

20130704175035.png


Texture error.

20130704174914.png


I noticed you had clip there, and I wasn't so sure if it was necessary, it didn't seem to bother me a lot.

Other than those mentioned, problems I experienced were bots always falling and dying (negative points for both teams), and in general it was really hard to get around the map. The many little edges and such also slowed down fps a lot. In general, your texturing seems kind of simple, and you're using a few textures all over the place. You could blend grass and dirt and stone together in some spots, and maybe use trim textures. Personally, I also think the map's kind of dark, but it may be the textures.

Re: Map: Transience

PostPosted: 05 Jul 2013, 01:37
by Boognish
Thanks for the suggestions! I left out blendmapping and cohesive bot waypoints for later when I have more time. I'll go back and see what I can do over.

As for the lag... I have a pretty low end laptop and I'm running the map alright. Perhaps I won't submit it to the repository if anyone else experiences lag though.

Re: Map: Transience

PostPosted: 05 Jul 2013, 01:54
by quintux_v
Boognish {l Wrote}:I have a pretty low end laptop and I'm running the map alright.


Same here. The map's playable, it just slows down at the complex stuff. I think this might do well with a jetpack/hover mutator applied as well.

Re: Map: Transience

PostPosted: 05 Jul 2013, 02:06
by Jamestonjes
I really ejoyed this when i saw it online esspecially the debris that looked cool