1944_antwerp public beta


(kommando) #1

1944_antwerp_b3 is now available.

Screens:
http://i.domaindlx.com/kommando/


(faltytower) #2

link??


(thegnat) #3

Judging from the screens, the structures look very blocky. Not that detailed.


(Mapper X) #4

Antwerp => Belgium

:banana: That’s my country ! :banana:

Let’s rock!!! :clap: :smiley:


(S.S.Heirpie) #5

There is a allied spawn issue in the beta, I hope that it can be fixed before the pub preview!!
Kommando check your mail!!!


(S.S.Heirpie) #6

Release of map per Kommando!!!

HERE!!!


(faltytower) #7

Overall nice map. Can’t wait to pub on it.

Couple of things:

[ul]
[li] Not too crazy about the battleship. Design is okay but the shader on it is eye-soring.
[/li][li] Bottle of battleship isn’t clipped properly.
[/li][li] The trigger box on the boat seems too wide. I can secure the doc 2-gibbed bodies away and 3-gibbed bodies deep.
[/li][/ul]


(kommando) #8

Thankx for the feedback :chef:


(oceansofsadness) #9

zit het schipperkwartier er ook bij :smiley:


(G0-Gerbil) #10

I hate to be critical but you definately seem to be trying to make up for lack of detail with number of maps.
Seriously - these pics look extremely basic, and you are now what, 4 or 5 maps into mapping?

My advice would simply be:

  1. Slow down.
  2. Spend more time on each individual map.
  3. Put WAY more detail in.
  4. Try to pick textures that match themes a bit better - the city and generator picture look rough as hell.

I’m not trying to say you should release 1 map a year or less like me, but more maps does not automatically make you a better mapper nor improve the quality of your releases.

In fact, I’d go further and say those who are on a mapping production line generally churn out extremely substandard maps. I won’t mention any names to hilight the example - those who know me by now will be able to guess :wink:

You obviously have a lot of enthusiasm for mapping, and I don’t want to come across as trying to quell that, but ET does NOT need lots of custom maps - it needs a few QUALITY maps. I’m just trying to suggest you refocus your enthusiasm slightly into something that will benefit ET and yourself a great deal more than your current maps do.


(kommando) #11

Your opinion is appreciated.
Yeah, I agree have a few sub-standard maps out there…

We may have somewhat different opinions of what makes a good map.
My number one priority is fun-factor. This requires a number of test-releases to get feedback on how to improve the gameplay of a map.
I do consider detail to be important, but it is secondary to gameplay.

I hope that you download the beta and take a look around, I would greatly appreciate any suggestions as to improve the detail of the map.

thankx! :chef:


(=ds=bart) #12

lol hi
im from belgium to .
dith you put in the fine cathedrale that is in antwerpen .
it would be coole to do so bud impossible to make i think in radiant .
:banana: :banana: :clap: :clap: .
(zit het schipperkwartier er ook bij).
lol moet je zekers doen hehe.
plus de lampjes hehe.


(kommando) #13

Got any pics of the Cathedral?


(G0-Gerbil) #14

OK I did have a look, and my first comment is…
How did this map get to B3 and be in this state? I know it’s merely a naming convention but a B3 release should be virtually finished, and this is far from it :frowning:

OK, now to actual comments:

  1. Absolutely no clipping. Players can get anywhere and everywhere, resulting in lots of ‘edge of map’ visual artifacts.
  2. Lighting - I had to double check it had any, but yes it does, it’s just the weirdest I’ve ever seen. Virtually full bright throughout, it merely tints things. Indoors is just as bad as outdoors.
  3. Lose the fog in the water. I’ve seen this in your maps before and it just plain goes wrong. Prime example is the little boat and the bush in the river - they both fog independantly of their surroundings. It seriously is just plain wrong - while this isn’t necessarily your fault as far as I’m aware, I’d just get rid of the water fogging and be done with it.
  4. The terrain grass. In many locations you get it hovering. In the places where it’s used up high, you can definately see layers of grass simply floating along the edge. Very weird :slight_smile:
  5. Missing texture on one of the boards inside the main boat’s control room.
  6. Stretched textures in same location
  7. Distinct lack of detail in most of the map (although you’ve got the logs and stuff elsewhere, so you’ve obviously thought about it at some point).
  8. Just general brush weirdness in places (eg the grassy mound around the flag-pole).

A few things could do with more brushes - the boat in particular, it’s main pipes are just too hexagonal, they’d need to be much smoother. 8 sided brushes are generally easier to manipulate than 6 sided anyway, but here are perfect places for patches.

Overall I think the layout might be ok, there’s lots of routes (although how many are unintentional I dunno), but it just doesn’t look very nice, even comparing it to your other maps (the best of which was probably forest).

What I’d probably do is:

  1. Lose the water fog
  2. Texture everything that’s non-caulk a base texture and start again from scratch, choosing a few ‘groups’ of related textures.
  3. Take out virtually all of the sky lighting and ambient / _minlight.
  4. Put in intentional lighting :wink:
  5. Clip like crazy.
  6. More detail throughout the map.

Of the above, to make it a working map I’d have to say I think 5 is for gameplay reasons, while 1 is to get rid of visual mistakes (IE they are essential). The lighting, texturing and detail are optional really I suppose - they don’t NEED to be improved upon, but the map would benefit from it massively IMO.


(kommando) #15

Thank you for the excellant critique.

I agree, the water fog and the clipping must be fixed. Plenty of details will be added before the final.

Thankx!
:chef: