Triton

[WIP] Deathrun_Future

23 posts in this topic

Hello all, recently i decided to get back into mapping, after about a year of not doing anything except testing, last map was dawn, but i didn't even make it that i just fixed it, so technically this would be my first map however I've had that many projects that i simply given up on i never PHYSICALLY finished a map, since i just generally lose the effort and give up for reasons like: 1. i can't be bothered | 2. Effort and 3. Boring, so hopefully this is a step in the right direction.

 

Anyway onto the map:

M5EyWBk.jpg

 

jT9v3tE.jpg

5p9RN78.jpg

(I didn't compile reflections, because i can't)

If you see familiar models, then this is because i have exported models from BO2, AW and BO1, since it might of made the map a little nicer

 

Feel free to leave opinions on whether i should continue this project or not, since i literally want feedback heh (WHAT SHOULD I DO BETTER? | WHAT IMPROVEMENTS SHOULD BE MADE? )

Thank you - Triton

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if you want, i can compile map when finish m8

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Looks really good  ;)

 

You should really continue this project

 

I would recommend adding hard traps and a few ending rooms instead of old

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Love the Atlas models from AW, keep up the good work.

 

Definitely continue it, and make it difficult but not too difficult to the point where nobody plays it, like electory :(

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Nice man, hope its not really ez like Shipment ^_^  (sory not sory synd)

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Not bad at all, nice work.

 

If you ever need help with something feel free to hmu

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looks nice m9 you should try n finish it, see the end product will look 100x better :D 

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UBps5YD.gif

Watch your attitude.

Good looking map so far

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Thanks guys for the support

 

I should be able to release it before the end of July if i take my time

Anyway thank you :3

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UPDATE: (Ish) The mapping is pretty much complete now, all that's left is to bug test and make sure that the map actually works with jumpers and activators (Knowing me i'd manage to fuck that up)

The things that i know i need to do is 

1. Add a loadscreen (will do soon), 2. Add some more stuff towards the end of map, traps etc, and make the end map room feel a bit more spacious

 

Some screenshots, yeah.

NXdGD0v.jpg

EIh595a.jpg

 

EDIT: We had a very successful test, thank you for helping my test guys:3

This happened http://i.gyazo.com/7ce63a18e6dc578104784acb70995561.gif

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Only 1 major glitch during testing, probably least buggy map I've ever tested :D

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Looking good, if you can manage to fix my piece of shit map then I'm sure you can make a bug free map ^^

 

ʷᶦᶫᶫ ᵖʳᵒᵇˢ ˢᵗᶦᶫᶫ ᵇᵉ ᵇᵘᵍˢ ᵗʰᵒ 

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You'll definitely need a _much_ better lighting otherwise all your mapping effort will be wasted from graphical standpoint, for now it's more similar to CoD1 rather than  CoD4 :dave:

 

You can experiment with diferent light types (see raw/lights for available types), diferent light attenuation & intensity settings, directional dynamic shadow-casting lights and light flare effects.

In vision file you should increase glow and use brighter colors.

 

 

there may be 4 reasons why you were unable to compile reflections:

  1. most obvious - script error
  2. reflection_probe is in solid (ex. inside of a brush)
  3. reflection_probe is outside of lightgrid
  4. too many reflection_probes
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There may be 4 reasons why you were unable to compile reflections:

  1. most obvious - script error
  2. reflection_probe is in solid (ex. inside of a brush)
  3. reflection_probe is outside of lightgrid
  4. too many reflection_probes

Thank you for all your tips @BraXi, I'm probably gonna end up getting some help off of

Also i've managed to fix my compile reflections problem, it sorted fixed itself idk why though, i might have changed something in the raw directory and not realised but oh well

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