OMG!11! =) Thank you for comment =)
I actually do have a combat map (CTF) design concept and some graphics.. but i just don't see a good layout yet =)
And this concept is so cool i don't want to waste it on map that plays bad =P
I'll make it as soon as i have a vision of layout =)
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#12
Posted 05 June 2008 - 01:47 PM
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Come on now. You don't HAVE to play it if you don't like it, but at least let others have their fun
Well i let them have their fun, but if I open the "Level Previews and Betas" I only see a shit list full of jumping maps and no normal maps at all, and that pisses me of.
There are games that focus on jumping only why not just go play those? =/
I think jump maps don't have anything to do with a FPS (read the words "First Person Shooter, NOT First person jumper)
Greetz W2E
#15
Posted 05 June 2008 - 07:44 PM
W2E just give it time. When people make their first map it will be a arena type map or jump map (saying this is what I did, and guess others did). Soon people that are making jump maps will be good mappers. And if you look at sceenie that is what a good map looks like. Misato-san is a good map, will add so much detail. That will turn into a great combat map. Misato take your time on making it, get a good layout =). Now when makers start with jump maps they later make cool maps. because they learn so much when making their first maps. W2E I understand what you mean though, there are alot of jump maps. But that is a good thing. That means later on these maps that are making jumps 4+ will make combats. So many combat maps will come out at one time.
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#16
Posted 05 June 2008 - 08:10 PM
W2E, have you ever attempted to make a map, let alone open up radiant/ a modeling program. Jump maps are much easier to build then making a combat level and as stated before, they are a good way to introduce yourself to radiant. I understand everyone is intitled to there own opinion, but if you don't know what the fuck your talking about, then PLEASE take a step back.
ON another note, whens this map gonna be released for testing
ON another note, whens this map gonna be released for testing
#19
Posted 05 June 2008 - 11:26 PM
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yeh, the bmx daemon (or something) one
he likes watching people epically fail at playing his map... evil. pure evil.
he likes watching people epically fail at playing his map... evil. pure evil.
haha =))
Well i did some normal maps for quake3 before.. so i can clearly estimate amount of work needed =)
And by the way dontgetwet map will have around 7,000 brushes when i finish all planned work.
That's more than some stock combat maps have. And they use sun and ambient light, while i'm having around 1000 hand placed
light entities. So it's not like jump maps are 1-2-3-done ez. Just how you approach it =)
And building combat map is not a very big deal for a good mapper, if you know exactly what you're doing =)
Most important thing i can imagine is good playability.. not like eagle map.. or casa with couple of vis issues in some strategic points,
which mega TS player wannabies abuse =P
Most time will go for creating textures anyway.
I hope i will get to it someday =P
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