[MAP] Labyrinth

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Tue Sep 23, 2008 12:25 pm

  • the map is a Labyrinth^^ with many ways (see sh 3) and in the base are 8 portals (see sh 6) but dont use it...if you use it you will never find back muhaha :PPP
    i put on the wall of the labyrinth a few darts (see sh 1) cause my friend sven said it will be to difficlut and he called it Labyrinth of despair :P

    now it is much easier to find the way to other base.
    to come to the other base you must go through a big hall (see sh 7) or (what i going to make more in it in v2) through a wall which i have with "hint" selected (see sh 5).

    i have only one problem...what it the sv_pushmove in the console (look at the sreens on the top)??

    have fun and give my feedback for next version

    Download: http://www.mediafire.com/download.php?ywzewznudxx

    Sreenshots (sh):

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    2.
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    3.
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    4.
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    5.
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    6.
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    7.
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    8.
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    MaStEr
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Tue Sep 23, 2008 12:48 pm

  • A couple of things from the screenshots that dissuade me from downloading this map:
    1. Why have groups of the same weapon together? It only means selfish team members will take all of them.

    2. It doesn't look nice. Why is the lighting so ambiently bright? Why not use softer more natural lights and at least at some interesting detail. There is absolutely no reason why anyone would want to play this rather than another load a brushes arranged into a maze.

    3. People don't like mazes.

    I think you should consider what it is that makes a good map. Millions of pickups and vast complex maps do not make good gameplay. Take a hard look at some of the best maps and see what it is that makes them good.
    Ed
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Tue Sep 23, 2008 1:13 pm

  • seconded.
    And i bet that there's no lighting at all. That can't be a serious release.
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    Strahlemann
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Tue Sep 23, 2008 1:40 pm

  • If you do not care for lighting, do not do it THIS bad. If you want fast simple lighting that doesn't look TOO great, use floodlight.

    In the simplest case, get NetRadiant. Its q3map2 has a -floodlight option in the -light stage that gives you usable rough lighting.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Tue Sep 23, 2008 5:07 pm

  • yeah, without proper lighting, it's difficult to tell the difference between where one wall ends and the next begins since all of the objects are so bright.
    Dokujisan
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Wed Sep 24, 2008 3:03 pm

  • [uc]MaStEr wrote:have fun and give my feedback for next version

    First of all, it's always nice to see new mapmakers, even though the first maps they make are… uh… (can't think of an appropriate thing to say here)

    I haven't downloaded your map. The screenshots and the description was enough. Some constructive criticism:

    1: Mazes are no fun to play. Easy to make, but no fun to play. It doesn't matter what kind of game (paper and die RPG, FPS, whatever) we're talking about; if it's a maze, it won't be any fun. Except maybe real life tag. The first thing you should do with your map is remove the maze. Replace it with structures that obscure the view without blocking the mobility of the players. Houses, rocks, trees, ruins, pillars, whatever.

    2: When compiling a map, make sure to use all three stages of the process; BSP, VIS, and LIGHT. The last stage is what makes a map pretty. It also gives it depth and makes it easier for the players to see where they are.

    3: Don't give up. Making maps is like any other craft; your first attempts will suck, but each successive attempt will suck less than the previous one. Sooner or later you'll make maps people will want to play.
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    Clueless Newbie
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Wed Sep 24, 2008 3:45 pm

  • Clueless Newbie wrote:
    3: Don't give up. Making maps is like any other craft; your first attempts will suck, but each successive attempt will suck less than the previous one. Sooner or later you'll make maps people will want to play.


    Unless your me :D

    Good first try though. Make another attempt, if your looking for examples of nice lighting and what not try looking at other peoples maps and see how they did things. I get a lot of my ideas inspired by maps other people have made and looking at other maps also helps you see how things can be done better and more efficiently.
    Possibly not the worst mapper in the world.

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    Sepelio
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