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DXMP_DryDock


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monkee
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DXMP_DryDock - Postby monkee » 25 Feb 2012, 11:37


DXMP_DryDock has finally been completed, now available at a server near you.
Design by Ste, concept and layout by Monkee.

http://maps.ab-clan.com/DXMP_DryDock/DXMP_DryDock.rar

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In this shot you can see the custom jump zones I've added to give a stronger upward force allowing jumps that shouldn't be do-able.

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Last edited by monkee on 28 Feb 2012, 13:03, edited 3 times in total.
[FGS]Kalman
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Re: DXMP_DryDock - Postby [FGS]Kalman » 25 Feb 2012, 14:08


Hi!
Finally u posted this map here :D


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monkee
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Re: DXMP_DryDock - Postby monkee » 25 Feb 2012, 14:17


lol yea didn't remember these forums existed even.. :-)


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Re: DXMP_DryDock - Postby ShadowRunner » 25 Feb 2012, 17:43


Auggers mapping? Whatever next!

gg


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Re: DXMP_DryDock - Postby [FGS]Kalman » 25 Feb 2012, 18:02


There's one annoying thing in this map: in the 7th, that cylinder looks ugly
Otherwise looks good :D


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Re: DXMP_DryDock - Postby monkee » 25 Feb 2012, 20:28


The firemans pole does however give the map some originality, though I guess if that's the only thing negative that can be said it's not bad. ;-)
Anywho, the main focus of this design is playability, because if it doesn't play well people would just leave the server whenever the map is on (as is the case in 99% of playermade maps).


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Re: DXMP_DryDock - Postby [FGS]Kalman » 25 Feb 2012, 21:38


On ugly, I meant that cylinder needs a retexturing ;)


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Re: DXMP_DryDock - Postby ShadowRunner » 26 Feb 2012, 02:25


Monkee i really like your map...

some room signs could be nice. Some signage for different areas.

Some of the light is a bit white and I think the indoor light being same colour as outdoor light = fail.

Just make the indoor light warmer and make it more blue outside. But neither oversaturated. Subtle, like the grey.


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Re: DXMP_DryDock - Postby Ste » 27 Feb 2012, 15:47


I don't know where the indoor light is the same as outside? Perhaps a small enlightenment might help me here.

In truth I hate lighting.... simply because it's such a tedious process when the maps actually completed you then have to try and give it the feel you want. It's such a horrible process and in some ways it was rushed but It has the feel we wanted.

How would I re-texture that firemans pole and have it still be climbable? I mean yeah I could make a very thin cyclinder on the outside which is invisible and climbable but in truth, can't be arsed with that.

The lights from the floodlights are indeed white, like a halogen bulb so those are working as intended. The light in the hallways are indeed standard colour with an altered radius but I think they work because the lamps again are white as is any form of lightbulb.

The amount of work put into this was actually quite incredible for the actual time frame of the build. It was non stop for a few weeks but we have a product which is super playable and very fast paced.

If I may say so also, one of the more polished maps there is only 1 thing I forgot and that to put a surround on the med table inset in the walls.

Working on another now :)


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Re: DXMP_DryDock - Postby [FGS]Kalman » 27 Feb 2012, 19:09


Import a better texture to package MyLevel (it will saved with the level too), it's Group must be Ladder
Then save the map (not the texture package!)
Or simply u can try to scale the texture, so no-one could see the seams :)


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