Had some brushes from some old maps that never got around to finishing but was a shame to let them go to waste so I've reorganised them into something quick and simple but hopefully enjoyable to play in a DeathMatch. Working on it throughout the week and might take up DXMP again so see how it goes.
https://www.dropbox.com/s/0l09otbmrq1tm ... 7.jpg?dl=0
DXMP_(NotYetNamed)_WIP
- [FGS]Chees
- Cherub/7H
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Re: DXMP_(NotYetNamed)_WIP
Looks interesting and technical to map, looking forward to this.
Am I the only mapper who textures things as they map and then change a texture if needed along the way?? No right or wrong to do it I guess so just a genuine question.
Am I the only mapper who textures things as they map and then change a texture if needed along the way?? No right or wrong to do it I guess so just a genuine question.
- ShadowRunner
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Re: DXMP_(NotYetNamed)_WIP
I usually texture as I go along, especially with textures that have some detail or feature, because I want to position brushes correctly. Alvin's map is a completely different style though. In this map I particularly like the doorways being above each other, attacks from all angles. Good stuff, good to see a few mappers are active.
Re: DXMP_(NotYetNamed)_WIP
I tend to begin with a wall texture of average complexity and clearly defined lines, like those gray ones on Airfield.UTX, both floors and ceilings start off with super simple textures or tiles.
Later on, i get obsessive with angled slopes and making sure stairways are always even and texturing the vertical faces of each step is very annoying!
Later on, i get obsessive with angled slopes and making sure stairways are always even and texturing the vertical faces of each step is very annoying!
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
Re: DXMP_(NotYetNamed)_WIP
I like to work in sections. Geometry first then texturing then lighting and then final tweaks. There are a few sniping points around the map and in alot of the map , the player can be quite exposed. But I expect it to be balanced nicely enough. There is enough cover to balance the exposure and weapon placement comes into this as well.
- [FGS]Chees
- Cherub/7H
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