First map of my comming soon Mod:
Ist an Deathmatch and Team Deathmach map.
What you guys think about it?
[Preview]BioCore
[Preview]BioCore
Last edited by Rikku2000 on Fri Mar 13, 2015 9:07 am, edited 1 time in total.
I am sorry for my English...
Re: [Preview]BioCore
the textures in the map look nice , the map a bit empty though. nice artwork.
Re: [Preview]BioCore
Yeah but i dont wont add more stuff.
First i Thing over add some Boxes Player can stand on it.
PS: I update the first post with more screenshots.
First i Thing over add some Boxes Player can stand on it.
PS: I update the first post with more screenshots.
I am sorry for my English...
Re: [Preview]BioCore
iiuc, deathmatch maps should generally avoid long narrow corridors. they prevent dodging and thus prevent the need to aim. they also take time to navigate which can make it hard to find victims.
I assume your map is completely unlit? this makes it look flat and bland.
this is also possibly why the bloom effect looks quite as terrible as it does.
use deluxemapping and provide normalmaps for extra non-flatness.
your textures are endlessly repeating, and yet still low res. they lack dirt, grime, imperfections, cracks, that sort of thing - these are what makes a map look believable (even with low resolutions or cartoon styles). there is much more to texture quality than simply resolution, and tiling/mirroring the same 32 pixels every 4 game units will never look good. don't be afraid of using higher resolutions on surfaces that you will get close to, as this means you can avoid screws/bolts/holes etc looking like squares...
quake engines use overbrighting. this means you should avoid using excessively bright textures as they'll just get oversaturated in high light-level areas (including unlit areas). q3bsp has fixed 4-fold overbrighting, so any texture brighter than 0.25 can oversaturate given enough light.
it looks like you have z-fighting with the plants+glass or something. make sure that there is a large enough gap between them that they can't end up with the same depth values.
additionally, your plants appear to be growing out of metal, or they have no roots.
leaving slight excentricies in parts of your map can help the map stick in people's mind, and help give personality. blah blah how does it all fit within the narative blah blah that your mod is trying to tell blah blah other boring game design gibberish blah blah. that said, stories are often as complelling as the game play, there's much more to game design than just artwork and gameplay, sadly.
I assume your map is completely unlit? this makes it look flat and bland.
this is also possibly why the bloom effect looks quite as terrible as it does.
use deluxemapping and provide normalmaps for extra non-flatness.
your textures are endlessly repeating, and yet still low res. they lack dirt, grime, imperfections, cracks, that sort of thing - these are what makes a map look believable (even with low resolutions or cartoon styles). there is much more to texture quality than simply resolution, and tiling/mirroring the same 32 pixels every 4 game units will never look good. don't be afraid of using higher resolutions on surfaces that you will get close to, as this means you can avoid screws/bolts/holes etc looking like squares...
quake engines use overbrighting. this means you should avoid using excessively bright textures as they'll just get oversaturated in high light-level areas (including unlit areas). q3bsp has fixed 4-fold overbrighting, so any texture brighter than 0.25 can oversaturate given enough light.
it looks like you have z-fighting with the plants+glass or something. make sure that there is a large enough gap between them that they can't end up with the same depth values.
additionally, your plants appear to be growing out of metal, or they have no roots.
leaving slight excentricies in parts of your map can help the map stick in people's mind, and help give personality. blah blah how does it all fit within the narative blah blah that your mod is trying to tell blah blah other boring game design gibberish blah blah. that said, stories are often as complelling as the game play, there's much more to game design than just artwork and gameplay, sadly.
Re: [Preview]BioCore
Thats maybe i use Half-Life Tools...
My Settings on my Batch file are:
@echo off
set TOOL=..\..\tools
set MAP=dm2/dm2
set FLAGS=-chart -estimate -texdata 4096
set WAD=..\wad
set WADFILE1=-wadinclude %WAD%\divider.wad
set WADFILE2=-wadinclude %WAD%\halflife.wad
set VISFLAGS=-full
set LIGHTFILE=-lights lights.rad
set LIGHTFLAGS=%LIGHTFILE% -sparse -extra -bounce 4 -smooth 60 -texchop 8 -coring 0.2
%TOOL%\hlcsg %FLAGS% %WADFILE1% %WADFILE2% %MAP%.map
%TOOL%\hlbsp %FLAGS% %MAP%.bsp
%TOOL%\hlvis %FLAGS% %VISFLAGS% %MAP%.bsp
%TOOL%\hlrad %FLAGS% %LIGHTFLAGS% %MAP%.bsp
Compiler time for this map -.-
44 Min...
My Settings on my Batch file are:
@echo off
set TOOL=..\..\tools
set MAP=dm2/dm2
set FLAGS=-chart -estimate -texdata 4096
set WAD=..\wad
set WADFILE1=-wadinclude %WAD%\divider.wad
set WADFILE2=-wadinclude %WAD%\halflife.wad
set VISFLAGS=-full
set LIGHTFILE=-lights lights.rad
set LIGHTFLAGS=%LIGHTFILE% -sparse -extra -bounce 4 -smooth 60 -texchop 8 -coring 0.2
%TOOL%\hlcsg %FLAGS% %WADFILE1% %WADFILE2% %MAP%.map
%TOOL%\hlbsp %FLAGS% %MAP%.bsp
%TOOL%\hlvis %FLAGS% %VISFLAGS% %MAP%.bsp
%TOOL%\hlrad %FLAGS% %LIGHTFLAGS% %MAP%.bsp
Compiler time for this map -.-
44 Min...
I am sorry for my English...
Re: [Preview]BioCore
why do people always have such long compiler times when compiling a map? mine usually only take a few seconds?
Re: [Preview]BioCore
I like the style of the map, remember some xonotic maps
If you are using darkplaces engine i suggest you use quake 3 bsp instead goldsource bsp.
there is a lot of advantages!!
mmmm :?Rikku2000 wrote: 44 Min...
If you are using darkplaces engine i suggest you use quake 3 bsp instead goldsource bsp.
there is a lot of advantages!!
hi, I am nahuel, I love quake and qc.
Re: [Preview]BioCore
@ceriux: ist depend how you Setting your Compiler if you do some extras like me it cost a time
This was a map i made for Counter-Strike:
Ist an Japanese Subway Setting map this map aso take a Long time to compile. hehe
This was a map i made for Counter-Strike:
Ist an Japanese Subway Setting map this map aso take a Long time to compile. hehe
I am sorry for my English...
Re: [Preview]BioCore
Love the textures!
I don't think they need to be more dirty, I'm sure it'll look a lot better with lights.
I don't think they need to be more dirty, I'm sure it'll look a lot better with lights.