Since my last map was an utter disaster with the lighting, I decided to start a new 4v4 map rather quickly that turned into a pretty cool italian dock town. This was influenced by both counter strike and UT4 maps a lot. Don't worry, there aren't any domes. This map is currently setup for strongholds, oddball and slayer. aaaaand here's a low quality walkthrough. http://xboxclips.com/xXandrith/5e8b2175-ff3b-432d-8960-f3fa21ae8041
Ooo I'm looking forward to getting some games on this one. The layout looks loaded with lots of fun little traversal options. The encounters look promising. I'll get some games on it and come back with some thoughts. I really hope this isn't your last one @Xandrith
Yeah, I'm extremely happy with the layout, but the map doesn't looks nearly as cool as it once did. Lighting is a ***** sometimes
This is just blockout stage correct? Then for early on the lighting you have still looks solid. For the final, the interior could probably benefit from a couple windows to the outside world to make some unique areas inside as well and for some fancy god ray opportunities. But haven't touched it in game yet so we'll see. I'm looking forward to seeing where you take the "Marina/Dock" style.
This is actually the prettiest I could get it, lol. Disappointing, right? I'll probably mess with colors and such, but after named location volumes I'm at 1015 objects or so.
Looks pretty cool, thumbs up for the italian setting Anyways we really need blocks with stone/concrete textures
"My Mariiiiiiiiiiiiiiiiii-i-i-i-na!" https://www.youtube.com/watch?v=fZSiBj4vCiY I'd love to help play test, and I'm happy the broken bridge is back
This map was really enjoyable on the first test. I'm angry the shingles are gone, but I'll be okay... If you make the stairs sideways
Do you create a layout in your head or sketch before you forge? Or do you just have a theme and the layout comes to you as you forge? I'm just curious because you pump out so many maps an they're all top notch. This looks like it'd play great for a slow paced 2v2.
This map gave me aids trying to fix the lighting. How did it end up turning out after I left and you messed with it more? I would rather hunt for that mythical shadow on Given's Iso map for the rest of my life than fix this. BTW Given how can use so many objects in one little spot. My mind was blown.
I'm terrible at visuals myself, but I think a little overhang on the roofs could go a long way on your aesthetics...they're very straight buildings now, and though it's subtle, I think adding it might help bring it to life
Had a blast on this one last night... got stomped, but had fun doing it. My biggest concern right now is the options out of camo. For one team it is a drop down and a clamber back up, plus a gap to deal with. For another team it is grab camo and run back up. In the initial rush the team with the stairs will grab camo and run away easily, while their team watches the camo spawn and gets close to guaranteed kills while having height advantage for anyone on the other team drops down, doesn't get camo and has to clamber up for even an attempt at cover. A path through that closed door with the clamber point, vertical cover against the top mid bridge, or a combination of the two would definitely help this a ton. But the map feels awesome to play on and I'll be pushing for more games on it as the days go forward.