[MAP] The Death Factory - Don't get minced

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[MAP] The Death Factory - Don't get minced

Postby Sepelio » Mon Oct 06, 2008 6:35 pm

This is a map I just finished today. I am fairly pleased with how it turned out. Its much prettier and more complex than my other maps. Mostly because I actually spent some time on the design this time, which will be evident if you have a look around.

Hope you all have as much fun playing it as I did making it.

One of the bases
Image

The middle bit
Image

The map download
http://www.mediafire.com/?dzd0zt0kemz
Possibly not the worst mapper in the world.

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Postby KillaGrunt » Tue Oct 07, 2008 1:41 pm

Looks kool. Reminds me of meatgrinder.
Image
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Postby Strahlemann » Tue Oct 07, 2008 8:24 pm

Just telling from the screenshot: give the water a nice reflecting surface ;)
I'll take a closer look the next days. Looking good.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Strahlemann » Wed Oct 15, 2008 10:35 am

Okay, so i finally got time to take a look. Overall a pretty solid and good map. I especially like the traps :)

The layout reminded me a little bit of a great quak2 ctf map and so did the name. Also the theme (industrial death/meat factory) is a great approach. To support that i'd suggest to use a more yellowish/brownish/reddish overall-lighting. It's all about blood and gore in your map, so warmer colors and warning colors like red/yellow would add a lot to the atmosphere. The blue part of the map can still have some blue highlights to identify the base.

Also some feedback on the construction:
Image Image

Those thin walls are a no-go. They don't look realistic. Of course it's a game and nothing needs to be realistic or physically correct, but in the end those thin walls always remind the player that he's actually playing in a game world. That's when the player starts to look more closely to see what feels wrong. Most people will not look for a logical explanation if something looks plausible on first sight. The illusion is what counts, and the artist's/mapper's job is to protect that illusion. So make those walls thicker ;)

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use nodraw on faces of glass-brushes that can't be seen! This'll also increase the looks on the main glass-corridor a lot.
The hole in the wall seems to be blasted out of it. The power of the explosion would have deformed the wall then, and the direction of the explosion should be clearly visible. You can give a direction by moving the vertices and edges in one direction depending on which side the explosion was back then ;) Maybe even some bended metal bars stand out. Just do some brainstorming or get some inpiration from photographs (i'm sure you'll find something on the net)

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A trick jump combination i'd like to see :)
Also the only way to get out of the water in the center-part of the map is diving through the tunnel or using a laser-jump or the hook. Give an alternative fast route out of the water that doesn't require the hook or laserjumping.

Overall a very solid map. I haven't played it online yet, but i guess people will like it.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Sepelio » Wed Oct 15, 2008 3:36 pm

Thanks for the feedback, its very helpful. Once I get any free time I'll have a look at getting a new version ready. Up to my neck in lab work at the minute.
Possibly not the worst mapper in the world.

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