12-29-2006, 06:42 AM | #1 | |
Join Date: Dec 2006
Location: Uranus
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ff_battlefield
Updated-10/30/06
-Ok so after the bad response from my conversion of lockdown to CTF, I thought I should try and make it up with some media for this map. This is the first time I tried lighting/texturing on a map from scratch so don't b to harsh. So far I have only made the blue base and some midfield. I plan on making the first base then copying pasting re texturing it to red, so ignore the red base in any of the pics, its just temporary. Model:..................................... Texture:...Temporarily Abandoned Light:...................................... Yes this is the map that I refered to a little while ago here Ok, so once again I came up with this map in science class, but I never drew up a concept and decided just to wing it, and honestly I dont like having the blueprints to follow because this way I can change anything and not worry about it changing from my main idea so much. This one is 2 small bases, across a desert/plane with lots of trenches, little shacks around, for cover, A canyon type thing in the middle that if you fall into you die, a bridge across it...and so on so on. I'm really trying this to be field based not so base based game play. aka mid-field oriented. -PICS- *Spawn Hall 1 Hall 2 Hall 3 Hall 4 Hall 5 I have redone halls on a seperate vmf, now I must transfer them to my map and Il post pics for feedback *Ramp 1 *Ramp 2 *Ramp 3 Entry *Blue Battlements *Red Battlements the lighting isint added yet, only the hallways are, the outside/entry isint *most recent -Q/A- Quote:
Last edited by o_-=bingo-bango=-; 01-31-2007 at 11:24 PM. |
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12-29-2006, 06:57 AM | #2 |
Join Date: Jan 2005
Location: Montreal
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How many maps are you gonna start before one of them reach the 10% of completion?
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12-29-2006, 07:05 AM | #3 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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A new mapper never completes his first projects, I can tell you that from my experience / from others. Either way, good luck...
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12-29-2006, 07:12 AM | #4 |
Join Date: Dec 2006
Location: Uranus
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lol, just the two, i came up with the both at the same time, just decided to start first one first
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12-30-2006, 07:34 AM | #5 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Quote:
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12-30-2006, 02:18 PM | #6 | |
Join Date: Aug 2005
Location: Portsmouth, England
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Quote:
I lost the files though, oh well. |
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01-01-2007, 07:12 AM | #7 |
Join Date: Jan 2006
Location: Southern USA
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hey bingobango, where do you come up with your percentages?
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01-01-2007, 10:56 AM | #8 |
Join Date: Dec 2006
Location: Uranus
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lol, its a small map, and i spent about 20 hours on so far
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01-06-2007, 10:51 PM | #9 |
Join Date: Dec 2006
Location: Uranus
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added pics
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01-07-2007, 01:31 AM | #10 |
Useless
Retired FF Staff
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Okay, so. Wow. This looks, uh, pretty awful.
Vary up the textures, try making the architecture do something interesting, vary up the textures, and... yeah.
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01-07-2007, 01:41 AM | #11 |
Join Date: Dec 2006
Location: Uranus
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I knew I could get a good compliment from u circ
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01-07-2007, 01:48 AM | #12 |
Join Date: Dec 2006
Location: Uranus
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Perhaps some suggestions
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01-07-2007, 01:55 AM | #13 |
Useless
Retired FF Staff
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Don't use diamond plate for everything, don't make rooms just boxes in the middle of nowhere... mix things up a bit, add some variation. Picture yourself having to sit in that base for 30 minutes at a time - do you want to look at that same crap over and over for that long?
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01-07-2007, 01:58 AM | #14 |
Join Date: Dec 2006
Location: Uranus
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added some contrast, view group 2 of pics to c
Last edited by o_-=bingo-bango=-; 01-07-2007 at 05:12 AM. |
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01-07-2007, 05:24 AM | #15 |
Join Date: Jan 2005
Location: Fort Worth, Tejas
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Still looks bad, rooms are dull, add more detail. By saying add more detail I don't mean fill it up with barrels and pipes. I mean add detail in the architecture cause it sucks right now. Yard horrible, too empty and boring. Yeah you said it, light sucks in the map and there is more but meh.
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01-07-2007, 05:27 AM | #16 |
Join Date: Dec 2006
Location: Uranus
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the lighting isint added yet, only the hallways are, the outside/entry isint, and Il try some more architecture
And I havent started on yard yet, I plan on adding trenches, shacks etc. I just decided to finish the bases before I start on the main part of the map (yard) |
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01-07-2007, 07:13 AM | #17 |
Join Date: Jan 2006
Location: Southern USA
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its improving though
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01-07-2007, 08:09 AM | #18 |
Join Date: Feb 2005
Location: Belgium
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why a floor texture everywhere?
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01-07-2007, 09:50 AM | #19 | |
Join Date: Dec 2006
Location: Uranus
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Quote:
---------------------------------------------------------------------------------- 2 avoid double posting * Added new pics of some more architecture/ lighting Is there any way to make it so that you can have doors like this withought having it stick up thru the room afterit gets to that point? or do I have to make the door go down instead of up? Last edited by o_-=bingo-bango=-; 01-07-2007 at 10:28 AM. |
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01-07-2007, 07:39 PM | #20 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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Oh my god jesus bag of christ what is this.....
Okay, seriously, I haven't seen something this bad in a while. Your architecture has already convinced me that I will never be playing this map. Texturing, what is texturing? I can pretty much say that this ain't texturing. What is going on with your lighting? It seems like you are painting white light in some places and in others some kind of a vomit light. I would suggest you delete this map and just practice your skills before you give an attempt at mapping. Researching will make you a better mapper, as in, reading tutorials. For example, you just asked a very common sense question about the door. Think of it as real life dude...If you were to built that door in your house, how will you hide the things from the top? Well, you built a second floor on top to cover it (make sure you do some sexy geometry and think outside the box!). Another option would be to split the doors in two, 50% - 50%, one goes to the LEFT, other to the RIGHT (assuming that the door is thinner than the border). You can also make it so it goes down. When mapping, you sometimes have to use some common sense skills before you ask dumb questions. What does stino mean about a floor texture everywhere? Do you not understand English? You are using a concrete ugly tile floor texture mostly everywhere. Instead, you can vary it up by using other textures: Grass, Wood, Metal, other Concrete ones. The overused textures have to go, mostly your metal walls. Also, try scaling some textures up so they don't repeat as much. Please don't take this post too hard, I just want to be honest so you can improve your mapping skills. Like I said, research and read tutorials before you ask your 100th obvious question. Good luck and keep us updated ONCE you have something impressive! Cheer up, we were once bad like this - takes times and practice for perfection! Last edited by o_sta_sirtiger; 01-07-2007 at 07:44 PM. |
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