These two maps are my new beginning for my Quarintine update post your comments and tell me what you think also ignore the trigger_changelevel at the end of the third level note: these maps require the opfor wad
Commented 17 years ago2007-04-10 13:57:35 UTCComment #14593
Pretty good 2 maps if u ask me, but it would be alot more helpful if you included the 2 maps in the zip file in BSP format, that way we could play the maps without having to compile them. But yeah i like what u did with these maps, nice job.
Commented 17 years ago2007-05-10 17:04:59 UTCComment #14833
Well, what kc8kjp said, providing directly playable maps helps a lot.
From what I've seen, the idea looks nice. I haven't compiled to test it in-game, that's your job after all, so I can't say much more on that. I should note that the level does look quite blocky, you may want to use some more angled rocks and generally, more natural shapes for the whole surrounding. I noticed you already slanted your rocks a bit, but the overall area is still very square. That's something I'd change if I were you.
Technically, there's a few things, such at the edges of the burning 'pool' that stick out. Read up on the clipping tool or the vertex manipulation tool if you want to tidy that up. I also noticed your maps are 'skyboxed': there's a big skybox arount the whole level. That works to prevent leaks, but the bottom of the sand and several area's that you will never see get compiled with the map, which takes some extra time and pushes your map to limits faster. Usually, people will create a more complex skybox, so, that only visible parts of the level are contained within it.
Nonetheless, it looks good so far. There's various things to improve on but that's ok. Good luck with this.
From what I've seen, the idea looks nice. I haven't compiled to test it in-game, that's your job after all, so I can't say much more on that. I should note that the level does look quite blocky, you may want to use some more angled rocks and generally, more natural shapes for the whole surrounding. I noticed you already slanted your rocks a bit, but the overall area is still very square. That's something I'd change if I were you.
Technically, there's a few things, such at the edges of the burning 'pool' that stick out. Read up on the clipping tool or the vertex manipulation tool if you want to tidy that up. I also noticed your maps are 'skyboxed': there's a big skybox arount the whole level. That works to prevent leaks, but the bottom of the sand and several area's that you will never see get compiled with the map, which takes some extra time and pushes your map to limits faster. Usually, people will create a more complex skybox, so, that only visible parts of the level are contained within it.
Nonetheless, it looks good so far. There's various things to improve on but that's ok. Good luck with this.