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Map: walls_beta

Posted: Thu Aug 24, 2006 1:52 pm
by ds8
This is only my second map.
This map was made by me

Posted: Thu Aug 24, 2006 2:13 pm
by llamaboy772
It's very.....blocky :shock: But still looks ok, good job.

Posted: Thu Aug 24, 2006 4:59 pm
by DRL333
Nice map! Looks fun.

Posted: Thu Aug 24, 2006 5:07 pm
by Kirk
Heh, ever heard of curves? :P

Posted: Thu Aug 24, 2006 5:33 pm
by nintendo9713
Blocky, yea, but try some smoothign groups or something. It looks like a good map, hope you balanced the weapons well.

Posted: Thu Aug 24, 2006 5:44 pm
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

sgae

Posted: Fri Aug 25, 2006 12:52 pm
by worsh19
mmmm pretty good

Posted: Fri Aug 25, 2006 1:11 pm
by DRL333
You should make a desert version of this, it would look like the exterior part of the Keyes mission, exept daytime.

Posted: Fri Aug 25, 2006 4:56 pm
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.

Posted: Fri Aug 25, 2006 6:03 pm
by ds8
i didnt extrude it i did it another way

Posted: Fri Aug 25, 2006 6:43 pm
by SnaFuBAR
my comment still stands. move vertices. it looks like all you did was select the polies and extrude straight up.

Posted: Fri Aug 25, 2006 10:34 pm
by gothicarch
Its a good map for a beginner good job

Re: Map: walls_beta

Posted: Fri Aug 25, 2006 10:46 pm
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...

Posted: Sat Aug 26, 2006 9:35 am
by llamaboy772
People still play race alot more then KOTH or oddball.

Posted: Sun Aug 27, 2006 10:07 pm
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.

Posted: Mon Aug 28, 2006 8:25 pm
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

Posted: Mon Aug 28, 2006 8:41 pm
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.

Posted: Mon Aug 28, 2006 8:47 pm
by G.I.R.
IMO, Snaf always gives CC :?

Posted: Mon Aug 28, 2006 9:06 pm
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.

Image

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.

Posted: Mon Aug 28, 2006 10:45 pm
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.