Peccavi
26th May 2008, 08:07 AM
Well, It isn't exactly a released content, nor will it ever be. I thought this would be a better place for some feedback on the look of my map here than over at "Mapping" since I'm not after any technical advice just yet. The map itself isn't exactly as I envisioned it, but I thought I might get some feedback from everyone here for the next project. Whether or not to keep going with the next version or move on.
I started this map in probably the worst possible way; without direction for gameplay or any sort of layout. It isn't a playable map per se, it's more of an idea that I thought I might attempt at with UED, and a neat little reason for getting back into mapping.
My main aim was to replicate the concept of "What happens to the earth when we are gone". A documentary that was on a few weeks ago got me going in this direction. Problem was when I dove too deep into getting the theme set up (with the existing content) I didn't plan out my concept art for adhering to thematic restraint. In the end I was throwing all sorts of **** in there.
The map itself is lacking in various QA criteria to classify itself as an actual gameplay map, but I had a lot of fun getting used the editor again. I re-taught myself a few things: blocking volumes, bsp, SM placement, etc.
And a few more that the likes of Hourences was able to clarify via tutorials: Terrain, Skydomes, etc.
At the moment, I'm tossing up the idea of continuing the map under a different layout and with proper planning if you guys enjoy the look of it.
I started this map in probably the worst possible way; without direction for gameplay or any sort of layout. It isn't a playable map per se, it's more of an idea that I thought I might attempt at with UED, and a neat little reason for getting back into mapping.
My main aim was to replicate the concept of "What happens to the earth when we are gone". A documentary that was on a few weeks ago got me going in this direction. Problem was when I dove too deep into getting the theme set up (with the existing content) I didn't plan out my concept art for adhering to thematic restraint. In the end I was throwing all sorts of **** in there.
The map itself is lacking in various QA criteria to classify itself as an actual gameplay map, but I had a lot of fun getting used the editor again. I re-taught myself a few things: blocking volumes, bsp, SM placement, etc.
And a few more that the likes of Hourences was able to clarify via tutorials: Terrain, Skydomes, etc.
At the moment, I'm tossing up the idea of continuing the map under a different layout and with proper planning if you guys enjoy the look of it.