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That last screenshot looks like it takes inspiration from Mr. X's "Christmas Cape". I do like your choice of textures, though.
Okay, let's see what we have here.Winter Wonderland is, well, bland. Lots of flat terrain, especially in the outside portion. I can't think of what to add to break up that outside area. Would small indentations and slightly raised areas work? It's also pretty small, but that isn't as much of an issue. I was going for small and simple since this is the 1st map I've felt comfortable about releasing...not to mention, took me forever to even think of a layout and went for a simple figure 8. Size wise though, I'd say it's around needleman size Cut Man is the smallest map in MM8BDM, but that doesn't mean it's bland. Spice up existing parts of the map. Trust me, it's a better idea than adding more areas.Visually speaking, the map is also bland in that aspect. Try and spice up some areas, especially the room where there is the same Stone Man rock texture on the floors, walls and ceilings.I'm well aware of that. I can't think of what texture to use to break it up. I could use metal but I was going for a isolated area untouched by technology (well, except for the suspiciously carved rock and ice pillars) Be a little more sparse with the icicle textures in the interior area (are those custom?). Yep, coldman FC. You don't have to use them on all parts of the ceiling.I thought that too though it ended up looking weird in the end. Basically I was shooting for semi realism with the icicles forming where the piled on snow would fall and melt into the interior areas. But I'll try to see what I can do. I think it would also look better if water was on the horizon, instead of snow. At the moment, it just looks like there's a small pool of water separating the battlefield from a giant, flat (and empty) land mass. That one was due to laziness on my part. Originally it was supposed to have mountains in the distance like blizzardman, but the texture ended up looking tacky in the end and I ditched it.I'll have to use your screenshots to show you what I'm getting at for the next pointers...Added updated screenshot as those are a tad outdatedUse upper unpegged on the textures on the middle island, yo.Not sure what you mean by that. Looks fine to me under bother renderers Also, the Blizzard snow texture doesn't really work too well with the Stone rock textureAgain I was going to a cold dark isolated area kind of feel. Not to mention, if anything open GL makes the colors pop and blend more (except for the ugly open GL water. UNCLEAN!) And use the ice block textures for the side textures on the ice bordering the waterMakes sense. NotedNext, we have the thing layout...Make sure there are at least 32 spawns. Full games rarely happen, but you don't want people being telefragged on spawn on the off-off-off chance it does. I'll try to add moreHealth! It's everywhere. Considering the size of the map, you could cut the amount of health pellets in half and still have a comfortable amount. Also, what remaining health you have left should be spread across the map more. The most notable example is where there are 8 health pellets all in one small area in the middle, not to mention the spots where there are 3 health pellets in the same corner.NotedLooking at the amount of ammo, you do have a good health/ammo ratio (a good ratio to me is 1/2), but like the health placement, it's all bunched up. You should only have about 2 ammo drops around a weapon at max. Try moving some of the ammo into the corners...But if you do halve the amount of health, you might want to cut down on ammo as well just to keep the ratio.ETanks should be harder to get to than WTanks. Here it takes the same amount of effort to get either of them. Your choices would be to make it so you have to cross more ice chunks to get the ETank, or just remove the ETank.I'll try to see what I can doThe weapon selection screams to me 'generic snow map weapon layout' and that's the punchline ...Aside from the Pharaoh Shot. There's also some weapon redundancy in the spawn placement...Why climb up to the upper area of the interior to get Gemini Laser when there's a Gemini Laser out in the open? why jump out in the open when you spawn up there when there's a Gemini laser right next to you? Though I'll try to see what I could change Cut one of the Freeze Cracker spawns and move Ice Slasher to where the cut spawn used to be. I made freeze cracker easier to obtain due to it being rather mediocre outside but rather useful inside, as for putting ice slasher out in the open. Why the heck would I? Ice slasher tends to be a spammy power weapon that's almost always placed in out of the way enclosed areas in vanilla maps. Hence why I put it out on the slippery ice, so it would be harder to obtain adding some degree of danger as someone could just shoot you while you're on the ice grabbing it. With ice slasher, you could stunlock anyone that even touches the ice to death with little effort. I'd also suggest moving Pharaoh Shot to where the higher Gemini Laser is. I'll consider thisAlso, if you fall in the water it says 'fell too far'...When it should be 'can't swim'.Left that due to lazyness and I just flat out found it funny. Hardman jumps into the water, sinks instantly. But yeah I'll change ittl;dr version: simple in layout and textures, and has too much health and ammo for its size. Weapon selection could also be improved on. Actually alot more positive than I'd expect for my 1st map. But thanks for the input and I'll try to change things asap