DXMP_(NotYetNamed)_WIP

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Alvind
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DXMP_(NotYetNamed)_WIP

Post by Alvind »

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
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[FGS]Chees
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Re: DXMP_(NotYetNamed)_WIP

Post by [FGS]Chees »

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.
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ShadowRunner
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Re: DXMP_(NotYetNamed)_WIP

Post by ShadowRunner »

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.
anax
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Re: DXMP_(NotYetNamed)_WIP

Post by anax »

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!
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Alvind
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Re: DXMP_(NotYetNamed)_WIP

Post by Alvind »

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.
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[FGS]Chees
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Re: DXMP_(NotYetNamed)_WIP

Post by [FGS]Chees »

Nice reply's there thanks, we all do it in our own unique way's :-D
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