I quickly moved on from my previous map cause of a bag full of ideas. So I present you with this small&fast map.
The map is clearly divided, the other part being red and bright and the other being blue and darker >> Representing Day&Night.
So this map differs by another fact:
-The Tunnel leading to the other part of town has an operatable Gate, thus taking tactical planning a step further.
Explained:
-When facing something concidered hard, keep the gate closed to avoid possible fast rounds preventing losses with huge scores.
-When facing something concidered easy, keep the gate open for the same but reversed reason d'oh.
The city has a few shops, making it a bit more realistic than having a bunch of blocks around with no tags or anything.
Theres also some old and familiar posters around the map, since I wanted to have something on it which everybody can recognize.
as for the poster of aeka's(unef0is) quake, it's probably just to remind everybody how greedy you can get, and what an asshole that twat is.
PICTURES:
http://i189.photobucket.com/albums/z185 ... moria1.jpg
http://i189.photobucket.com/albums/z185 ... moria2.jpg
http://i189.photobucket.com/albums/z185 ... moria3.jpg
http://i189.photobucket.com/albums/z185 ... moria4.jpg
http://i189.photobucket.com/albums/z185 ... moria5.jpg
DOWNLOAD: http://www.sakkoliha.org/~futoreqo/aq2/ ... shroud.zip
Thanks to Futoreqo for the upload.
Thanks to FairyB, Gepardi, Tlx, Futoreqo, Skanda, Naukka and the others who i'm apparently forgetting to mention.
Have fun!
Shroud - Under the shrouds [NEW MAP]
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Shroud - Under the shrouds [NEW MAP]
[e] Memoria #extacy
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Looks a lot better than your previous map.
I like how you use the vegetation, not only the grass on the ground, but the vines that hangs out the windows. Looks great and adds flow. Another cool thing, which Urban maps use, is the low windows so the player doesn't have to jump out the window.
The overall detail is nice, feels a lot more like city with differents stores and such...but I still think you should separate buildings more. It still feels, just like in the previous map, like one large building. And due to this there is a bit too much "roof landscape". Just look at this screenshot:
http://i189.photobucket.com/albums/z185 ... moria5.jpg
I am not a big fan of the lighting you have set up, with warm lighting on one side and cold on the other half. Feels very weird and unrealistic in such a realistic themed map - city. I would rather have the sky cast whiteblueish light with interiors and streetlights casting warm light.
And I think you should have removed the glass window (with the crack) and make it possible to drop down on a ledge and from there down to the ground.
Nice work on this one. Good size, fast with a lot of neat jumps and looks fun to play.
I like how you use the vegetation, not only the grass on the ground, but the vines that hangs out the windows. Looks great and adds flow. Another cool thing, which Urban maps use, is the low windows so the player doesn't have to jump out the window.
The overall detail is nice, feels a lot more like city with differents stores and such...but I still think you should separate buildings more. It still feels, just like in the previous map, like one large building. And due to this there is a bit too much "roof landscape". Just look at this screenshot:
http://i189.photobucket.com/albums/z185 ... moria5.jpg
I am not a big fan of the lighting you have set up, with warm lighting on one side and cold on the other half. Feels very weird and unrealistic in such a realistic themed map - city. I would rather have the sky cast whiteblueish light with interiors and streetlights casting warm light.
And I think you should have removed the glass window (with the crack) and make it possible to drop down on a ledge and from there down to the ground.
Nice work on this one. Good size, fast with a lot of neat jumps and looks fun to play.