First Map in Progress! Criticism Much Appreciated.

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  • Well, I've fired up GTKRadiant for the first time and run this prototype up. Currently it's just three rooms and an outside area, but any feedback would be much appreciated.

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    Outside the temple.

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    First inside room - has a rocket launcher in a pool beneath the skylight.

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    This room is above the first room. You can get to it by going out the back of the first room and rocket jumping onto a ledge above you.

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    The outside area - I don't much like the water shader, so I'll probably find a new one. This is a prototype, after all!

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    The third room. This is the bottom floor, which has lava. You get to it from the corridor out the back of the first room.

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    The ledge in front of me takes you to the top level of the third room. Behind me is the second room. A normal jump gets you across the gap.

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    Looking down from the top of the third room to the bottom of it.

    Looking at these, can anyone tell me how to improve? Or suggest ideas on how to expand the map. The two wide doorways on the outside aren't connected to anything yet, but will probably link up with the inside area somehow.
    r
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Wed Mar 05, 2008 2:29 am

  • A few of those screenshots are far too dark. You might want to add some lighting to the rooms or turn up your ambient light so we can see the shapes. Otherwise, the outside is really starting to take shape. I'm hoping that's a base and this is going to be a CTF map :).
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    [-z-]
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Wed Mar 05, 2008 3:53 pm

  • Update!

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    I've fleshed out the lava room, adding a lava-fall (which I'm rather proud of) and balcony with a Nex Gun on it, which in turn links to the room above the RL room.

    I then linked the "pillar" room (the one above the RL) to the left-hand upper doorway outside, and cut a hole in the pillar to let some of the light from the RL room skylight in. I added another skylight in the outside access corridor, and one in the Nex room.

    I expanded the catwalk in the lava room into a longer one, and added some pillars to it, with a Hagar beneath a hole in the catwalk. Finally, I added windows to the lava room, but I'm not too pleased with them.They'll be changed.

    This will probably remain a DM map, possibly even a 1-on-1 one. I want to start small, and if I made a CTF map I'd want something more than just a mirror of half a map.
    r
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Wed Mar 05, 2008 9:49 pm

  • Looking good man. Again the shots are a little dark, so they are hard to see but the lava falls are a great addition!

    If you don't make a ctf one, I will :)
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    [-z-]
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Wed Mar 05, 2008 9:53 pm

  • [-z-] wrote:Looking good man. Again the shots are a little dark, so they are hard to see but the lava falls are a great addition!

    If you don't make a ctf one, I will :)


    How do I increase the brightness of the ambient light? Do I just need to add light entities with a low brightness and large radius, or is there a global "map brightness" variable?
    r
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Wed Mar 05, 2008 9:57 pm

  • You probably shouldn't increase ambient light- that just flattens everything out. Just add light entities in your space to light it- maybe with some models representing light sources (torches, lamps, etc).
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    torus
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