Pirates of Mediterrian map screens :)


(Victorianetza) #1

I’m working on a map project for a month or so and i got to the phase that i 'm gonna finish it… I need the forward spawn points, the objective, the command post and some details… here i posted some screens, because i want some people to say if it is good or not ( i know you can not judge only using these screens but :???: )… i will post some more in future but thats all what i got for now… if you can access some .bg sites you can get the full beta version of the map:))

so here is the Link: http://fakir22.freewebspace.com/

PS… i got problems with the models, some can not be seen;

:))


(J-Inaria) #2

A good start, but you need to work on this map some more.


(Fusen) #3

ya it looks very umm blank


Vapir One Vaporizer


(Victorianetza) #4

ok, tnx. now i gotta think of some way to fill this large amount of space, but i already have some ideas… I couldn’t show on the screens, but there are network of tunnels below the factory with the chimneas…and because the objective of allies is to steal some secret documents from one tomb and transmit them, i think its not so umm, empty… but i will appreaciate if some tell me what to put in the sea… some kind of streets and buldings…??!

PS…Plans for buldings are ready… soon will make them with the Radiant :)))


(TFate) #5

That Q3 texture in the tunnels looks a little out of place. :moo:


(Victorianetza) #6

with the skulls? yea i think this is a hint to the player that will enter in the tunnel :eek2:


(TFate) #7

The terrain looks good though. However, it does get a little repetitive, I suggest adding palm trees and the like for eye candy. Also, you can use the surface inspector (S) to stretch out the land so it doesn’t repeat the same pattern as much.

In the sea you could put large rocks. Everybody likes rocks. :smiley:


(Victorianetza) #8

tnx, i will put some trees but i didnt read how to make it… but for the surface tnx 10x :slight_smile:


(Victorianetza) #9

i added one more pic if u wanna see :slight_smile:


(J-Inaria) #10

lol my bad


(chavo_one) #11

Re-read the thread title. He said Pirates of the Mediterranean, not Caribbean! :smiley:


(Victorianetza) #12

Yeah,now i think of some ways to use the new building that i made :… :???:

J - Inaria: tnx for the ideas… i can use part of one or two, but as chavo_one it has a different name…

A have one question for drakir, but maybe i will send him a mail…

But here’s the ? : IF someone knows a tutorial where its written how to make an objective like on 2Hide: to take some secret codes and unlock a door :?? i it will be in a great use of me :)… tnx to all that can help with their opinions :slight_smile:


(pgh) #13

Repetetive. Empty. Dusty? :]

Straight to the point here.

[ul][li]Vary Textures.
[/li][li]In an ideal world Tunnels in such an area would also be sandy/water based with sandy/brickish textures, not a built wall with skull ‘wallpaper’. The skulls on stakes may do tho… :slight_smile:
[/li][li]Whats with ALL the guns?
[/li][li]Loads of Sand and Water but no Green? :slight_smile:
[/li][li]Square buildings? :]
[/li][/ul]

This could be endless… work at a thing on the map m8 bit by bit. Start on the oudsides of things first then concentrate on the individual internal detail at a later date.

A problem with FPS/Online games nowadays is half of the fun is in the looks of things and no longer playability. Even going back to the likes of Q3F/TF maps like Hardcore which used basically a whole 4 diff textures or summit was one of the most played maps around because of the pure and it simple fact of it being 100% playable. With ET tho its difficult as part of the playability comes from the gfx and way things look… gotta learn to get a balance between the two.


(Victorianetza) #14

tnx for the info :slight_smile:

now i gotta find some more textures because they should vary… but i have one not wery pleasant problem… Although the map is not finished, it is 20.1 MB :bored: