Deeze Maps

Discuss map ideas, techniques, and give help.

Post Mar 7th '11, 05:25

http://www.simplici7y.com/items/deeze-maps

A pack of 3 maps, one cramped as fuck (though I keep hearing it's fine) and the other two fairly playable.
I'm already aware of the lack of sounds, those and another map currently in the texturing phase will be coming sometime in the near future, by which I mean possibly never, so don't get your hopes up.
I've tested these maps on the meta, but no doubt they can stand to be improved, so feel free to leave any comments/critiques/suggestions/probably jaded sarcasm here.
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Dis

Post Mar 7th '11, 09:26

Visually all these maps are all cramped. You do a lot of nice detailing, but give no space for any of it to be appreciated. It it overwhelming to have so much fine work so close together. There is a lot of thought crammed into such a small space that it feels like an a.d.d. raddled journey. You need to have some open space to let your efforts show through. As is they are just battling against each other for attention.

The other major flaw I see is your lighting. You have no prevailing light source in open areas. This creates an artificial feel which detracts from the atmosphere of a map. Even when you use texture based light sources you fail to take into consideration depth. Much of your lighting is is either too shallow or too differential. Often on the same map.

Your texturing is good, if a little safe. One of the great things about marathon is the crazy colors that make themselves present in the sets. These add the flair for a map to really shine. The Prodigial is the worst offender as it barely hints at the greens that could make it really pop.

As for a first published effort I have to say this is quite impressive. I hope you keep making maps.
words
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ellio7t
long beach, ca no, now I live in L.A.

Post Mar 7th '11, 23:52

I'm definitely guilty of overdetailing on Septic, at least. I'll try to space my artsy shit out more in the future.
As for the texturing on Prodigal, do you mean I should add more green on the structure, or is your complaint with the grass texture that looks like cornflakes?
Thanks for taking the time to look these over, I appreciate it.
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Dis

Post Mar 8th '11, 04:01

My initial impression:
There is a lot of creativity going on with the architecture. Some of it is very well done! The care you put in is apparent and impressive. But particularly in Septic, there is so much going on in such concentrated areas that it becomes visually noisy rather than architecturally legible. This is a shame since there is potential for all of it to be pleasing to the eye, were such details more spread out or perhaps applied on a larger scale.

There is also some deception going on in Septic. I was tricked into thinking an indentation was a lift and that a decorative window was traversable. I suggest making things more clear by adjusting both the texture contrast and the architecture of certain areas.

The Prodigal is visually the clearest of the three and is overall pretty solid looking, but could still use a few adjustments here and there.
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Ares Ex Machina

Post Mar 8th '11, 14:56

Good news there, pruning the things that are deceiving you seems like a pretty good first step on the path to not being visually cluttered.
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Dis

Post Mar 8th '11, 15:06

It's good to see someone making new maps who is genuinely interested in improving. I've been too busy to try these, but the screenshots look fine, except for the yellow grass texture.
Last edited by treellama on Mar 8th '11, 15:07, edited 1 time in total.
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treellama
Pittsburgh

Post Mar 9th '11, 05:33

Yeah, I know what you mean. I've been having trouble finding a good grass texture that Photoshop'll convert to 8bit BMP.
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Dis

Post Mar 9th '11, 08:40

Dis wrote:Yeah, I know what you mean. I've been having trouble finding a good grass texture that Photoshop'll convert to 8bit BMP.


I seem to recall having some trouble there because of the color tables: most of the reasonable looking colors end up getting converted to yellow ones. You should investigate forcing photoshop to use that texture set's color tables. I think there was an option in Anvil to export the color tables to photoshop, but I'm not really sure.

EDIT: Now that I think about it, I'm probably really dating myself here.
Last edited by SirBlastalot on Mar 9th '11, 08:40, edited 1 time in total.
The only choice you have is the one I've already made for myself. Disappear into the darkness. Then make them fear the shadows.

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SirBlastalot
Currently marooned on Earth, please assist!

Post Mar 9th '11, 13:41

Dis wrote:Yeah, I know what you mean. I've been having trouble finding a good grass texture that Photoshop'll convert to 8bit BMP.

There are a couple in here that look semi-OK: http://treellama.org/marathon/textures.zip

Or, just use one of the sewage textures with the diagonal lines. That's what I did in Cesspi7
Last edited by treellama on Mar 9th '11, 13:42, edited 1 time in total.
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treellama
Pittsburgh

Post Mar 10th '11, 01:07

The "marsh" texture seems to work well.
Should i credit you for the use of this texture, or is it form another source? (I've seen Quake texture packs and such on Marathon sites before.)
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Dis

Post Mar 10th '11, 01:19

It's probably not mine, it might be from a game whose assets were released into public domain. I forget the name.
Last edited by treellama on Mar 10th '11, 01:19, edited 1 time in total.
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treellama
Pittsburgh

Post Mar 10th '11, 05:54

Scratch that, went over to cgtextures again and found something that worked exceptionally well.
I'm planning to address the more work intensive grievances (pruning unneeded details, changing and testing some weapon/ammo placement) over the weekend, and I'll release the version with the new texture with the rest of the fixes.
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Dis

Post Mar 15th '11, 05:46

1.1'd biznautical! Get it while it lasts.
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Dis

Post Jul 28th '11, 17:46

I do hope that there's an upgrade path for maps. People can spend a lot of money on mapping and if that blocks them the ability to upgrade then I see a massive flaw.

But I don't think that the developers would have made that mistake.
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FirstWaaaa
USA

Post Aug 12th '11, 16:01

http://dl.dropbox.com/u/11016558/%5BXL%5D%...0of%20Shit.sceA
This is my latest map, Austere Piece of Shit. The title was originally meant to be a joke but the response has been fairly negative so far. Comments and criticism would be much appreciated.
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Dis

Post Aug 12th '11, 17:41

There are no ambient sounds. :)
Polyplicity my second (less sucky) net pack. Go on. Download it. You know you don't want to.
Marathon Aeon- My scenario in the works ~on Simplici7y

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Dugit
Hampshire, UK

Post Aug 12th '11, 20:03

I found a few spots on the map that have terrible flow. Those spots are where all the platforms are, marked in red on the screen shot below. Marked in blue are the areas where I still believe platforms are needed. I also wish there were a few more teleporters. I definitely like the layout of this map. This is my most favorite one from you so far!

[attachment=5081:XLAuster...it_00001.png]
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Last edited by brilliant on Aug 12th '11, 20:04, edited 1 time in total.
"My advise: V" - g pack
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brilliant

Post Aug 12th '11, 20:11

don't make symmetrical levels
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RyokoTK
Saint Paul, MN

Post Aug 16th '11, 05:10

brilliant wrote:I found a few spots on the map that have terrible flow. Those spots are where all the platforms are, marked in red on the screen shot below. Marked in blue are the areas where I still believe platforms are needed. I also wish there were a few more teleporters. I definitely like the layout of this map. This is my most favorite one from you so far!

[attachment=5081:XLAuster...it_00001.png]



i suggest putting a lift between the two large rock steps, that should help with the flow quite a bit...
If I had a rocket launcher, I'd make myself pay.
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unclenate
AZ, USA, Earth


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