• GM_Brownout
    10 replies, posted
A map I am working on, right now it is beta because of a few problems. So far it includes: - A base - A small bunker - A small desert between the base and bunker - Dusty landscape - More Download (and pictures): [url=http://www.garrysmod.org/downloads/?a=view&id=100787][img]http://www.garrysmod.org/img/?t=dll&id=100787[/img][/url] Video: [url]http://www.youtube.com/watch?v=JFKprEw91uY[/url]
Dude this map is so awesome! I hope you make more because you are talented and patient!
[QUOTE=crazymonkeyak47;22499683]Dude this map is so awesome! I hope you make more because you are talented and patient![/QUOTE] Thank you for your awesome comment! I will try to add more, and hopefully a bigger desert area.
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From what I can tell from the pictures: It's blocky, generic, lacks props, has bland lighting, and mediocre texturing. To correct this, try coloring the lights slightly, thinking of a better layout, and adding more props to fit said layout.
[QUOTE=Xokiller65;22500022]Seems too blocky to be honest.[/QUOTE] If I was able to smooth the cliffs, I would, but I cant. I sorta screwed up when making it. [editline]07:32PM[/editline] [QUOTE=Korpor4l;22500166]If I was able to smooth the cliffs, I would, but I cant. I sorta screwed up when making it.[/QUOTE] [QUOTE=Xeloras;22500148]From what I can tell from the pictures: It's blocky, generic, lacks props, has bland lighting, and mediocre texturing. To correct this, try coloring the lights slightly, thinking of a better layout, and adding more props to fit said layout.[/QUOTE] Its basically a construct map, adding props to it will defeat the purpose of constructing anything. I did add color to the lights in the bunker, and I made the environment light different. And I cant do anything about the textures... so far nothing matches to what I had in mind, or any others minds.
The environment is blocky, the textures are misaligned. Saying it is a "beta" does not excuse you from the fact that it needs a lot of work before release. Everything looks plain, too clean inside, too tidy. Add clutter and dirt, and dim the lights a bit inside. Thing is that this map is no different to the other hundred build maps. Try to add something that will make the map actually stand out from the crowd.
This map is awesome :D I do see room for improvements however. Maybe bigger desert area? The bunker could use some extension. Maybe some forward posts? Have a tunnel leading to a circular head in the ground, like a pillbox. I certainly would not complain about blocky structures, seeing as GM_Construct (Popular map...) is twice as blocky! Please continue to work on this! It's great and could become a very popular one in no time!
[QUOTE=IronPhoenix;22505895]The environment is blocky, the textures are misaligned. Saying it is a "beta" does not excuse you from the fact that it needs a lot of work before release. Everything looks plain, too clean inside, too tidy. Add clutter and dirt, and dim the lights a bit inside. Thing is that this map is no different to the other hundred build maps. Try to add something that will make the map actually stand out from the crowd.[/QUOTE] Okay. The blockiness. I cannot fix. If I did not release it now, I would have abandoned it and also I would not get any feedback from anyone. Ive tried many things, it either made it worse or screwed the map up even worse. I will see what I can do with the other problems. Also... I'm not exactly sure how to make it "stand out from the crowd", any examples? [QUOTE=grif;22511618]This map is awesome :D I do see room for improvements however. Maybe bigger desert area? The bunker could use some extension. Maybe some forward posts? Have a tunnel leading to a circular head in the ground, like a pillbox. I certainly would not complain about blocky structures, seeing as GM_Construct (Popular map...) is twice as blocky! Please continue to work on this! It's great and could become a very popular one in no time![/QUOTE] Well, I know it needs plenty of improvement, if I didn't, I wouldn't have released it in a testing stage. I will try to make a bigger desert area, but that will have to wait until I get all the other details fixed (for fast rendering reasons). If I do make a bigger desert area, I will make a more makeshift looking base around the bunker. Thanks for your comments.
There are plenty of ways to deblockify. [img]http://www.bunkertours.co.uk/maginot_fort_and_tracks.jpg[/img] [img]http://www.bunkertours.co.uk/abri.jpg[/img] Notice they have a certain style. They are not just cuboids on the dirt.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/mr-1.png[/IMG] Welcome to Map Review. From now on, this account will review mapping releases on Facepunch exclusively, no matter the mapper's skill, the map's use, significance or the amount of time and skill put in to it. This is an experiment, if you have any suggestions, please do send a private message, otherwise focus on the map in the original post instead of bringing attention to this account. [b]Comments[/b] Not much to say, it offered what it promised, but not much more. Two sides, each fairly equal for multiplayer base wars, and the dust particles were a nice addition. The lighting is surprisingly decent. You have a general idea of what you are doing, although you missed a few things. [b]Criticism[/b] Main two problems were the brushwork, and the displacements, as previously stated. The brushwork was confusing actually, you had decent geometry in some areas but others were as poor as gm_contruct. The entire place is empty. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/gm_brownout0001.jpg][Example 1][/url] This is an example of poor brushwork. There is nothing interesting, not even objects projecting the light shown on the wall. There are no pipes, cables, signs or light bulbs. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/gm_brownout0002.jpg][Example 2][/url] This is an example of an area where your brushwork was not lacking. Note the extra details, rounded corners, it is apparent you put extra time into this section. As for displacements, there is texture stretching present which can be fixed by editing the material's VMT and adding $seamlessscale. This also came as a surprise. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/gm_brownout0000.jpg][Example 3][/url] You may want to select the nodraw'd faces ad click destroy, nodraw is completely useless in displacements. If anything, it will make the situation worse by rendering that side. Last but not least, the displacements are blocky as well. Lastly, the lack of door/window frames, and the water particles need work. [b]Links[/b] [url=http://www.interlopers.net/forum/viewtopic.php?f=11&t=2119]Advanced displacements[/url] [url=http://www.facepunch.com/showpost.php?p=15983865&postcount=1]Detailing a room[/url]
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