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Skrying
Green Marine


Posts: 38
Registered: 07-09


It is a 4-6 player death match map
its created in a Victorian style hotel
i dont have a 100% complete version but i have a few pictures of what i have

i will display them and give me your thoughts of what you think

lobby room
http://i209.photobucket.com/albums/...by/DOOM0000.png

Lobby2
http://i209.photobucket.com/albums/...by/DOOM0002.png

Balcony view
http://i209.photobucket.com/albums/...by/DOOM0001.png

Boiler room
http://i209.photobucket.com/albums/...by/DOOM0004.png

Roof
http://i209.photobucket.com/albums/...by/DOOM0006.png

of course there are 2 bed rooms you may enter, two hallways, and elevator and 2 extra rooms you may enter that are not shown

sorry for the large pictures...im lazy
>_<

Old Post 08-02-09 23:56 #
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traversd
Member


Posts: 425
Registered: 01-09


Hi Skrying,

I like the roof shot the most. Perhaps you can put neighbouring buildings in to give that enclosed "city" feel. The boiler room shot looks like it would benefit from a much darker setting with dull and specific bright lighting to highlight the items contained inside.

Cheers,

-t

Old Post 08-04-09 11:53 #
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Kyka
Loser


Posts: 1846
Registered: 06-08


Actually I kinda like the look of most of those screenies. A bit 'blocky' if you know what I mean, but it looks pretty original and has lots of potential to be a good level.

Old Post 08-04-09 12:04 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5069
Registered: 08-07


I dont think the green marble and red marble go well together. I suggest you make the red marble green or gray or something like that.

Old Post 08-04-09 17:16 #
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Skrying
Green Marine


Posts: 38
Registered: 07-09



traversd said:
Hi Skrying,

I like the roof shot the most. Perhaps you can put neighbouring buildings in to give that enclosed "city" feel. The boiler room shot looks like it would benefit from a much darker setting with dull and specific bright lighting to highlight the items contained inside.

Cheers,

-t



i would love to add buildings like i did for the windows in the lobby but i cant

and i will turn down the lighting in the boiler room...for some reason i never thought of doing that

and ty every one for there thoughts and opinions and i will keep your ideas in mind when working on the map

Old Post 08-04-09 20:43 #
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Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


Those pillars in the Lobby look like they might obstruct movement. Freedom of movement is key in a DM level, I'd remove them, or make them circular and farther apart. Otherwise I like what I'm seeing!

Old Post 08-04-09 20:46 #
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Skrying
Green Marine


Posts: 38
Registered: 07-09



Patrick said:
Those pillars in the Lobby look like they migh obstruct movement. Freedom of movement is key in a DM level, I'd remove them, or make them circular and farther apart.


yeah they look that way but from testing i can walk in between them fine and seem to give some cover in a fight but idk yet once i start testing the map with actual players i will see if they need to be re-arranged.

Old Post 08-04-09 20:49 #
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Cybershark
Junior Member


Posts: 164
Registered: 09-07



Patrick said:
Freedom of movement is key in a DM level

Finally. I mean seriously, what bearing does the colour of the marble have on anything?

Please tell me those pipes in the boiler room aren't blocking. It looks like it'd be a nightmare to traverse if they are. The item placement seems pretty sensible looking anyways.

Old Post 08-06-09 16:20 #
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Abyssalstudios1
Member


Posts: 647
Registered: 06-09



Cybershark said:

Please tell me those pipes in the boiler room aren't blocking. It looks like it'd be a nightmare to traverse if they are.



Yeah. If they are, I'll never be able to get in there.

__________________
I'm also known as "Angel of Vengeance" in Skulltag- stop by and pwn me sometime.

Old Post 08-06-09 16:41 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 5069
Registered: 08-07



Cybershark said:

Finally. I mean seriously, what bearing does the colour of the marble have on anything?



How professional your map looks and the number of people who will like the screenshots enough to download it.

Old Post 08-06-09 18:10 #
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Skrying
Green Marine


Posts: 38
Registered: 07-09



Cybershark said:


Please tell me those pipes in the boiler room aren't blocking. It looks like it'd be a nightmare to traverse if they are. The item placement seems pretty sensible looking anyways.



well the point of that room is to look very hectic but once you get in there its very easy to "traverse". its a simple maze type room with 2 points to the room. the 3 armor bonus and shot gun shell box (the shot gun can be found on the balcony) and the switch to lower the boiler to get the rocket launcher on top

there are two ways to get to and from the doorway... (ie if you do everything right it makes a nice little path)

and yes balance is the key to any good DM TDM or CTF map

Old Post 08-06-09 19:27 #
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Cybershark
Junior Member


Posts: 164
Registered: 09-07


Ok, well just don't feel like you have to cram too many irritants into that Boiler room. Cramped maze + low visibility + darkness sounds like too much to me.

As for the OMG-mismatched-marble issue, I guess the screenshot is a double-edged sword. But really I think I'd be much more inclined to check out a map with clashy looking colours than I would a map that was all in one colour. Besides, that says sod-all about 'professionalism' - maybe the mapper is colourblind or has a really shitty monitor :P

Old Post 08-07-09 12:31 #
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Skrying
Green Marine


Posts: 38
Registered: 07-09



Cybershark said:
Ok, well just don't feel like you have to cram too many irritants into that Boiler room. Cramped maze + low visibility + darkness sounds like too much to me.



well the color issue is fixed and i think i know a way to make the room appear less cluttered but still tins and hectic

Old Post 08-07-09 19:59 #
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Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


that boiler room gets the idea across, but it looks cramped, i'd personally change the color of the walls to more of a grey color, keep the pipes and such and just make them passable so the player can walk right through them. I'd happily beta test :D

Old Post 08-07-09 20:26 #
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Skrying
Green Marine


Posts: 38
Registered: 07-09


ehhh im not to fond of the walk through pipes

and hellz yeah on the beta testing

Old Post 08-07-09 20:54 #
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