Apprasive_a1 Self Made!
Moderator: Nod_Nod_Nod
Apprasive_a1 Self Made!
PPNL MAULED NOTHING HERE REMOVE THIS POSTZOR
Last edited by PPNL on Thu Oct 21, 2010 8:14 am, edited 1 time in total.
- Nod_Nod_Nod
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Focusing on smaller areas might be wise, those rooms/corridors are huge. Playersizes might help you get a grasp of the size. Those huge rooms just give humans a way too huge advantage, not to mention the performance will drop if you really start detailing ( which will require much more work due to the large size of area of area neede ed to be detailed. Also running from one end to the other was kind of pita.
The layout is better than in the nocannon, but it still could use a lot more complexity, more routes and separate ares that have their own special feeling. Even a small bit of detail can really make the difference, right now, the walls are quite flat and plain. Might want to put some distance between the alien and human bases too.
The map also has z-fighting going on there: it basicly means that you have multiple textures brushes overlapping, which causes the the textures to flicker on the surface.
The layout is better than in the nocannon, but it still could use a lot more complexity, more routes and separate ares that have their own special feeling. Even a small bit of detail can really make the difference, right now, the walls are quite flat and plain. Might want to put some distance between the alien and human bases too.
The map also has z-fighting going on there: it basicly means that you have multiple textures brushes overlapping, which causes the the textures to flicker on the surface.