Thanks Tabun! I am pleased to see such a detailed assessment, at least you didn't say "It sucks, give it up" :=)
You will never
ever hear me say that -- well, I might state that something sucks, but giving up is never the answer. :]
Clipping: I'm not sure how most of the players (not generations but ALL players) play, but I'm a wall hugger, there is nothing more annoying to me that try going somewhere hugging a wall and be stopped by some type of pure detail or decorative structure, that is why iI clipped most of the protruding arches that really mean nothing other than to break the monotony of the long wall.. The columns quite frankly was an oversight, I can clip it if it's annoying, no problem.
Not really annoying, just inconsistant. Take the yellow armor spawn for instance, which is in a spot that you can't reach anywhere else in the map ;] - no biggie I guess.
The "RA" room is an "RA" room cause I really didn't know what to put in there, I just got the map out with temporary items to malke it playable until you guys help me decide where the stuff belongs, just like the tele room or the beserk room, I know what I'm gonna do in pkarena, but in here I really need help with placement.
Frankly, I wouldn't know what could be in there. It looks like it should house something important, but it shouldn't be anything worth camping over.. tough call :]
Door frames: Uhmmmm I thought those textures belong there, no? Does it go with the black in the middle? I wasnt sure, if it does, better, that way I can get rid of extra brushes.
The lift- Wolf didn't have lifts, so I didn't know what would go well, and I really really like yer textures (no arse kissing, I really do :-) but if you have another suggestion of a texture, lemme know. I thought a jump pad would really be tacky in this map.
The area around the megahealth is already changed for the next beta, I didn't like it either. I do like it in the "outside pillar area" . Wolfenstein had similar columns in most of their levels.
Textures.
I think there's a door slide side too, but I might have omitted that, back in the day. But any black or dark rail-slide texture would work there. I believe Q3 has plenty of those.
I'm not sure I like the entire platform/lift thing, maybe a staircase instead? /me ducks flailing fists :] -- anyway, I think Q3 has some plat textures, they'd work..
The white/metallic textures do work OK in the LSoV area, indeed.
The big nazi banner movement- I gotta check that! It is the same exact texture and shader as all the other banners, why would it do that?
I have
no idea. Only the scale seems to differ..
Pillars, where are your models? I really haven't seen any links- Although they need to be a certain height. But don't pay like a lot of attention to the pillars, you'll hardly notice them during play, and they do look a LOT better than the original woflf's :-) (more on that later)
http://www.tabun.nl/3d_art_view.php?view=o...o_tabpillar.txt(no download there, I know)
The knights- Uhmmm I have googled it to death as well as check out some of the biggest modeling places I have bookmarked and that was the absolutelu ONLY thing resembling a knight, and there are knights galore in wolfenstein maps. I WANT A KNIGHT, please make me one hehh.
Aren't RTCW mapmodels compatible with Q3? Same engine and all.. I'm pretty sure there were quite decent suits of armor in that game, and perhaps a few more from the community aswell - but then again, I haven't googled it to death myself :]
The bridges and outside area- I really don't know what to do to separate the architecture without having assamite telling me I have destroyed the character of the map on this map too :-) I gotta thihk about it, but it is really a bad thing when I'm left to thinking hehh. The bridges were the FIRST brushes I made and built the map on that concept, I also thought of doing something to them to make them more "solid" but is kinda hard without a tech look., gotta think about that one too. (it's on my to do list :-)
Some support pillars or girders would help, I think.
The BIG gripe- Oh boy, this is where we differ a bit- you don't really think is blocky cause I can't curve right? :-) I made it like that on purpose and I did add a few curves to break the monotony cause it was killing me. I have spent the last three days playing the REAL wolfenstein and I really tried to capture that style, but given the nice Q3 engine, I thought it was a sin not to have some verticality in the map, a flat map just gets old real fast.
Ofcourse I don't think that, I even made mention of your curved portals. In fact, I believe a perfectly detailed & aesthetically pleasing map can be made
without any curves whatsoever. A totally new level of detail can even be achieved without affecting the shape of anything, but just dividing walls into sections to allow for more textures (such as a can be see in
this picture - this gives the room a way more pleasing look, without affecting 'blocky-structure' at all).
Perhaps this is really a matter of personal preference, because I don't think keeping a map flat (for a change, because very few are) would make it boring per se. Anyway, you know I'm the closest thing to an 'art director' Wirehead has, so this is more about aesthetics than anything else.
Just to understand better where I'm coming from, the real wolfenstein, including the doom wolf levels have not even one brush resembling a curve, is all blocks and blocks, with a very low ceiling (except grosse), they have the same block textures in lots of different colors and many times use 4 or 5 different in one map, for example you go along the white block corridor and face the red textures as they border a door entrance, notice that is just like I have it too.
I
do know Wolf3D. The thing is, I don't think Apogee/ID would have made the structures like that, if they
could do it otherwise. As long as it has the same overall feel as any Wolf3D environtment, it works. If you want to go all the way, which would be fun (again, for a change) too, I'd love to see a map portray a Wolf3D map exactly (including the repetitive use of green ceiling lights, monotonous texture and brush use and an entirely flat map. As long as it wouldn't be too big, that'd be tons of fun.
I set out to make a wolfenstein level, I definitely can change it a bit, but making like the new RTWC is just not what I would like, I didn't really like that new game and It would end up being a royal mess of styles, but please keep coming with suggestions and maybe we can all reach a compromise :-)
Can't help you out here, if help is indeed what you need, since we just don't like the same things here, I fear.
There will come a day when a) I have lots of time on my hands and b) no texturing or modelling will have to be done for Generations. When that day comes, I shall (try to)make a few maps to finally shed light on my thoughts ;]
Are these the pillars you were talking about?, they look damned cool, but I couldnt download, did not find the link ?
Oops, yes, as I posted above (and I'm too lazy to edit that), they are. I'll see if I can find them again, and get you a download link - if not, just forget I ever brought it up :]
Lava: Would slime look better?
Maybe it's just my Q3 settings, but it already looks like slime (looks kind of greenish here). Dunno what would work best.. perhaps it's just fine as it is ;]
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Edit, perhaps some interesting mapmodels:
http://fps.brainerd.net/mapmodels3.htm - goblin gargoyle (long shot).
http://fps.brainerd.net/mapmodels4.htm - impaled skeleton.
http://fps.brainerd.net/mapmodels5.htm - more skeletons (including the famous cage).
But then again, I assume you've already seen that collection.