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sf_void
So I just turned eighteen, and I figured as a little birthday present to myself I'd go ahead and release my first Sourceforts map, which I've been working on for a while now.
sf_void http://www.realitymachine.net/source...overview_t.jpg http://www.realitymachine.net/source...highview_t.jpg http://www.realitymachine.net/source...wideview_t.jpg CLICK here to DOWNLOAD the MAP (if there's something wrong with the archive, the bsp, or the map itself, well, you know where to get me) Now comes the text. If you're bored already, there are more screens toward the bottom. My goal with this was, a) to learn how to map, and b) to create something visually and technically interesting. Not having much experience with this, gameplay was left on the wayside (as I'll cover below), however I think I succeeded at least somewhat with my goals. All of the materials (save the lighting effects) are entirely custom-made (by me). They're packed in, which accounts somewhat for the horrific file size. There are a number of other neat little features as well. Here's the short version:
On to the cons:
There's more to say, but I can't really think right now, so I'll leave it at that. Hope you guys enjoy it, I'm very much looking forward to your criticism. The promised screens: From the middle platform: http://www.realitymachine.net/source...bluebase_t.jpg http://www.realitymachine.net/source.../redbase_t.jpg The spawn: http://www.realitymachine.net/source...pawnroom_t.jpg Teleports you to these lovely contraptions: http://www.realitymachine.net/source...eporters_t.jpg The flag platform, whose nofreeze is exactly where it looks like: http://www.realitymachine.net/source...mbs/flag_t.jpg The hot and cold running blockspawn: http://www.realitymachine.net/source...ockspawn_t.jpg And last but certainly not least, the somewhat ironically named light bridge: http://www.realitymachine.net/source...htbridge_t.jpg And that's ten. I hope you get the idea. |
Looks nice and interesting, I'll try it out first chance I get.
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Wow. Looks amazing
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Reminds me of a quake3 map. Looks absolutely amazing though, uploading to SR :O.
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Cool brush work there ^^
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That is absolutely amazing work for a first map! Most people will tell you to never release your first map, but I think we can make an exception for this one :wink:
The light bridges sound like a very interesting idea - I can't wait to see what gameplay opportunities they present, although a good gravnader will still be able to wreak havoc and dominate in that area. I like your maps architecture - it reminds me, as said before of a quake map. Just a few quick questions: do ammo crates, health, and suit chargers work only for their intended teams? Is the void (not the real void, but the fake void that you have created) a disposer? Just a suggestion: If you ever plan to re-release to fix things, woukd you put a trigger_push entity surrounding the tops, and sides of the map? Because you have used the tools/toolsblack texture (presumably) for the walls of your map, it will be hard for players to tell how far the walls extend from the platforms, and when they do reach this edge they will be abruptly stopped. Putting a trigger_push here will make the stopping smoother and will eliminate the 'boxed in' feeling. It's more of a feature than anything else, but whatever. Nice map anyway, and happy 18th! Be sure to get plenty drunk! |
Fuck yeah! Very ambitious, I love it. Welcome to SourceForts.
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Looks nice indeed -- being on a school pc at the moment, I can't do any playing, naturally. If you're getting slow framerates, which seems a little unlikely even for a big "room map" as you describe, I'd suggest this:
So yea. Hopefully I'll get a chance to play it today, since it looks damn good. I think the gameplay will come off just fine -- the ingenuity of players must never be underestimated! |
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Lol. :D (Meant to be taken in a positive way.)
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