Map: walls_beta

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ds8





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Map: walls_beta

Post by ds8 »

This is only my second map.
This map was made by me
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llamaboy772





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Post by llamaboy772 »

It's very.....blocky :shock: But still looks ok, good job.
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DRL333





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Post by DRL333 »

Nice map! Looks fun.
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Post by Kirk »

Heh, ever heard of curves? :P
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Post by nintendo9713 »

Blocky, yea, but try some smoothign groups or something. It looks like a good map, hope you balanced the weapons well.
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ds8





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Post by ds8 »

Kirk wrote:Heh, ever heard of curves? :P
like i said its only my second map meaning i just started mapping 3 days ago
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Post by worsh19 »

mmmm pretty good
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DRL333





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Post by DRL333 »

You should make a desert version of this, it would look like the exterior part of the Keyes mission, exept daytime.
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Post by SnaFuBAR »

i'm sorry but... yeah the bsp is...really bad. instead of extruding straight up and such, how about you move the vertices so it's not like a bunch of legos?

the hilly terrain is decent tho.
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ds8





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Post by ds8 »

i didnt extrude it i did it another way
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Post by SnaFuBAR »

my comment still stands. move vertices. it looks like all you did was select the polies and extrude straight up.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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Post by gothicarch »

Its a good map for a beginner good job
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Re: Map: walls_beta

Post by llama_juice »

ds8 wrote:All game types work EXCEPT RACE.
why not race?.... who cares if nobody will play it... its simple to add in...
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Post by llamaboy772 »

People still play race alot more then KOTH or oddball.
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Post by GG-Nic »

It looks like you used a height map.

Try actually clicking and draging instead, it creates a MUCH better result.

If you have a concept, scan it in, apply the material to your face, or your bottom face if your box modeling and just teselate a few times and mold the face to your likings.

Believe me, they work well.
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Post by llama_juice »

GG-Nic can you please show me an example of where it actually looks good when someone does that?..... from all my experiance with this stuff..... that just makes it look horrible

examples...
http://www.halomaps.org/index.cfm?pg=3&fid=2008 picture 2
http://www.halomaps.org/index.cfm?pg=3&fid=1947 picture 1
http://www.halomaps.org/index.cfm?pg=3&fid=1864 picture 1
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Post by Strider_V_Core »

Snaf actually made some CC for once.

Nice work, you finally posted something correctly.

Now to the map... Good start, it just needs smoothing out, to take away the block edges.
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Post by G.I.R. »

IMO, Snaf always gives CC :?
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Post by SnaFuBAR »

here's a couple of examples of what you can do with heightmaps/displacement. these wouldn't exactly be easy to do for a novice. they're very controlled, not spontaneous in any way. the one to the right is a combonation of 4 or 5 displacement maps i made, carefully blended.

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neither one of these reach even 10k polies. i could achieve similar results with a 2500 poly mesh, albeit not as good looking.

also, using heightmaps in photoshop will allow you to back and forth easily, as you can use .psd formats to displace. soft selection is also a good way to make quick edits.
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Post by GG-Nic »

Yea.

Displacement maps are good if you know how to use them I guess looking at your bsps. I always thought that displacement maps always look like crap in the end.

I guess ill have alot to learn from that if I want to go that way.

Ill make a video of me making a small base or something in 3dsmax.

EDIT: OpenGL doesnt want to record with fraps =/

I started modeling a small boat but didnt get far, ill update later maybe.
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