Snp Challenge 2 Created 17 years ago2006-05-19 19:47:07 UTC by Snpbond Snpbond

Created 17 years ago2006-05-19 19:47:07 UTC by Snpbond Snpbond

Posted 17 years ago2006-05-19 19:47:07 UTC Post #181030
After a continuation request for another Snp Challenge (you can see the first one in the map vault...check my profile). The main story is in my journal but you can look at it here too.

After making it out of the tomb you are picked up by a combine patrol...not knowing what to do with you they throw you in an old abandoned jail that once was owned by a rogue combine who was story crazy...he had 1 way to get out but to do that you have to activate a series of machines and accomplish tasks (get gas, turn on pump etc...)

You will start in your jail cell...door unlocked and you have to find your way out smile - :) Sound good??

Here are some pictures for ya :)

User posted image

Original Image

Heres lightened image (photoshopped) for those of you with darker/crt monitors

User posted image
Posted 17 years ago2006-05-19 19:49:32 UTC Post #181031
i hope you have to solve puzzles to get to the place where you turn on the machinery ;)
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-05-19 20:03:50 UTC Post #181032
Oh yeah, first task will be to turn on the lights :)
Posted 17 years ago2006-05-19 23:04:28 UTC Post #181055
As per Snp's request...

lol jor map sux get bettar r goe away lolz /me is burning teh thred wit my flame
Posted 17 years ago2006-05-19 23:06:55 UTC Post #181056
/me is thoroughly singed

Thanks :D
Posted 17 years ago2006-05-19 23:12:16 UTC Post #181057
1) Really boxy, those pillars are the only non-boxy thing I see. Indent some walls, curve some corners, make some cracks in walls, etc.

2) The floor needs to be broken up or the room needs to be smaller, 'cause a huge, flat, perfectly tiled floor could use some more aesthetics in 'er.

3) Add some light fixtures; if you want the map to be dark, then just make them broken light fixtures, but generally speaking a building would still have the wiring/fixtures even if they didn't work.

4) The wall that those pillars are resting on should have a different texture on top, i.e. something that's not bricks.
Posted 17 years ago2006-05-19 23:14:33 UTC Post #181058
use displacements ftw!

this comment is copyright 20/5/06 by penguinboy
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-05-19 23:16:40 UTC Post #181059
Alrighty....

1. Boxyness -- The walls are extruded, rounded, and the one wall has a ) near the top (you can see it in the picture)

2. I will add something to the floor

3. There are light fixtures, you can see them :P Although they are turned off by default

4. I will change the wall texture now

Thanks Hugh :glad:
Posted 17 years ago2006-05-19 23:34:05 UTC Post #181060
Displacements on a wall?
Posted 17 years ago2006-05-20 00:15:49 UTC Post #181061
edit button!
Penguinboy PenguinboyHaha, I died again!
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