DA_TOMB_RAIDER

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DA_TOMB_RAIDER

Postby tigerstyle » Fri Jan 09, 2015 2:06 am

MAP LINK BELOW:
http://doubleaction.gamebanana.com/maps/184658

The attachment da_tomb_raider0004.jpg is no longer available

download/file.php?id=236
Image

https://www.youtube.com/watch?v=F2pjXZl ... e=youtu.be
[url][/https://www.youtube.com/watch?v=F2pjXZltA5U&feature=youtu.beurl]
Attachments
da_tomb_raider_ss_beta0009.jpg
da_tomb_raider_ss_beta0009.jpg (762.25 KiB) Viewed 2212 times
da_tomb_raider_ss_beta0000.jpg
da_tomb_raider_ss_beta0000.jpg (807.01 KiB) Viewed 2212 times
Last edited by tigerstyle on Tue Feb 10, 2015 10:38 pm, edited 13 times in total.
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Re: DA_TOMB_RAIDER_ALPHA

Postby tigerstyle » Sat Jan 10, 2015 4:14 pm

Map Has Been Updated 1/10/15, Stay On Look Out For Updates, And Final Coming Dayz!

http://doubleaction.gamebanana.com/maps/184241
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Re: DA_TOMB_RAIDER_ALPHA

Postby Black_Stormy » Mon Jan 12, 2015 9:03 pm

I played the most recent version of the map. It's pretty fun, there's lots of room to jump around and it feels fluid. I especially like all the low holes in the walls that you can slide through. At the moment the map is really blocky and I'm not sure how much you are planning to detail it, but some cool columns and stuff could look good, and aren't too complicated for bsp:
http://thumbs.dreamstime.com/x/old-anceint-roman-stone-columns-isolated-27131772.jpg
http://www.classicpartyrentals.ca/wp-content/uploads/2012/07/Columns-RomanStone.jpg

Maybe have a look at the ones in da_sacred - you can get the vmt here if you like.

Also the doors might not lag on your local machine but in a multiplayer game they start to lag really fast. I suggest changing them to static doors and using them to guide the players into the doorway. It kinda sucks to lose the physics hinges but you can make up for that by putting more detail on the door since it's not going to move. Read more here

I'd like to see you try your hand at some more detailed brushwork. You have a solid layout but if you really want to push this map you should think about some ways to increase the detail in the BSP. I'm thinking things like broken walls with the bricks falling out, wooden catwalks coming out of the walls and all the wooden supports you could make. Wooden and brick stuff is great because nothing's cheap to render like a cube. You can make each plank in the whole catwalk and the detail looks great. I've been playing some Fistful of Frags and they do that in their maps. You should check that game out they have great bsp.

Another way to increase detail on your brushwork is with displacements. Not only do you get the nice organic-y mesh but you can paint textures onto the surface. This is handy for stuff like cave walls where the rocks change texture gradually, but I'm thinking for players pathways you could make a dicplacement that has a slight depression along the players path, and then fade from a dirt texture in the path to a stone texture on the sides.

Looking good so far man, keep up the hard work!
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DA_TOMB_RAIDER_BETA_GOLD

Postby tigerstyle » Tue Jan 13, 2015 8:09 pm

MAP (WORK IN PROGRESS) LOOKING REALLY NICE LOTS ADDITIONS!
MAP LINK BELOW:
http://doubleaction.gamebanana.com/maps/184301
Attachments
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da_tomb_raider_beta_gold110000.jpg
da_tomb_raider_beta_gold110000.jpg (828.23 KiB) Viewed 2287 times
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Re: DA_TOMB_RAIDER_BETA_GOLD

Postby Demolitions » Tue Jan 13, 2015 8:12 pm

Please keep it to just one thread per map, and there's no need for the caps. You dont need to seek peoples attenion here, we're always listening.
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Re: DA_TOMB_RAIDER

Postby Black_Stormy » Tue Jan 13, 2015 9:32 pm

Agreed on both points. I merged the topics. Maintain the mapping rage!
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Re: DA_TOMB_RAIDER

Postby tigerstyle » Tue Jan 13, 2015 10:03 pm

TY TY TY...
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Re: DA_TOMB_RAIDER

Postby tigerstyle » Thu Jan 22, 2015 8:37 pm

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Re: DA_TOMB_RAIDER

Postby Black_Stormy » Fri Jan 23, 2015 5:14 pm

Looking good man, get some detail in there. The textures could use a mix up, a lot of them are samey. Don't be afraid to create your own textures if you can't find anything appropriate in the stock. Also try to give the BSP more tangible meaning. There are some pillars which are just blocks that could be reworked to look really nice. The rock platforms in the room with the waterfall are pretty low detail, you could make them out of displacements and then put a clip brush over the top for better collision and edge climbing. Also put some more greenery in there, nothing makes an environment shine like some nice foliage.

Keep it up!
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Re: DA_TOMB_RAIDER

Postby l-homme-d-action » Fri Jan 30, 2015 3:05 pm

kinda fun to play :D
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Re: DA_TOMB_RAIDER

Postby tigerstyle » Sun Feb 01, 2015 6:43 pm

Should Delete This Topic And Post Here!
viewtopic.php?f=20&t=815
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