SuicideBomber Posted October 17, 2014 The entry way: (note: I think the top texture is a load of dung, but I couldn't think of another texture!) The hallway of the entry way: More Screens to Come! 0 Share this post Link to post
Obsidian Posted October 17, 2014 Just judging from the screens it looks like your map needs a bit of height and colour variation: maybe use a bit more green marble? I'm guessing this is one of your first maps, so keep it up! 0 Share this post Link to post
SuicideBomber Posted October 17, 2014 Thanks for your reply and criticism. More of the map, is now different. In main hallway is now a view to the outside: Satanic Prayer Alter: Leader Deran's Trick: Looking at this last photo, I will change the lower texture! 0 Share this post Link to post
mrthejoshmon Posted October 17, 2014 It looks a little empty and void of detail (if that is what you are going for then by all means continue), I would personally add some more obstacles (Like the green and red pillars) as well as some corpses and decorations to add some more flavor to the map. 0 Share this post Link to post
SuicideBomber Posted October 17, 2014 I added tree's and a gravestone in the open corridor, also a pond of blood (which plays apart in the story) Also added a pentagram in the begining hallway. Here are some more screens. The river of blood in the torture room: The dark drop down, (yes you have to walk in the blood): The Sewer control room (W.I.P): 0 Share this post Link to post
CeeJay Posted October 17, 2014 "Castle Helvete!" that's the best use of swenglish I've seen :-D why not just call it "Castle Hell", it has a nice ring to it. 0 Share this post Link to post
SuicideBomber Posted October 17, 2014 Finaly done the map, but I might need to do some tweaks to it. New Screens Manci-brothers Finale: Leader Deran's Last Trick of The Castle: 0 Share this post Link to post
scifista42 Posted October 17, 2014 So far, I'll tell you what makes your map ugly and "unprofessional": -rectangular-ness -still monochromatic texturing -seemingly totally random texture choices -usage of default ceiling height (128) -flat ceiling -overally, low height variation -low light variation within the area of (every) one room -lack of eye-candy (not that every map needs lots of detail, but yours looks too bland) As I told you before, it's understandable for beginner's effort. If you keep getting feedback and trying to improve - you should be able to eventually make it (I mean, improve). ;) 0 Share this post Link to post
SuicideBomber Posted October 17, 2014 I made a few changes to have less repeated texture. More screens coming soon. 0 Share this post Link to post
SuicideBomber Posted October 17, 2014 Changed Textures New Entry Way(Notice Roof Textures): The pentagram in the main hallway: Leader Derans Last Trick: (Its Harder) Salagatote Hall: 0 Share this post Link to post
SuicideBomber Posted October 18, 2014 https://www.mediafire.com/?fqv9ezidhv3vj2g Its Finally Here! The Beta. Play it, say it and I fix it. The Map outline on Doom Builder! 0 Share this post Link to post
Guest DILDOMASTER666 Posted October 18, 2014 Return to Castle Helvetica 0 Share this post Link to post
scifista42 Posted October 18, 2014 It's quite a miss, honestly. Everything I said before still applies (messy texturing etc.). The map is far too empty (way too few monsters and things). An atmospheric build-up doesn't work at all in an ugly map like this. Then the real annoyances started: Inescapable pits. Random, and lots of them everywhere. Having to reload the game. Extremely awful and unfun, that is. Many doors don't have lower-unpegged sides. Also I was required to jump, I didn't expect that and didn't really like it. Fights don't pose any challenge and you can just easily run away from monsters, specially that mancubus - overally this is not good, combat should be the focus. Congrats on your first SP mapping attempt, though. 0 Share this post Link to post