This is a quick map I designed over the course of a single night, limited to dragons tooth swords for swordfighting.
Pretty sure all the dependencies are included
DXMP_TropicalIsland
-
- Principality/2C
- Posts: 180
- Joined: 16 Oct 2012, 02:02
- Location: Smugglers Warehouse, Hells Kitchen
- Contact:
DXMP_TropicalIsland
You do not have the required permissions to view the files attached to this post.
Set Yo Ass On FIRE 

Re: DXMP_TropicalIsland
Y U NO INCLUDE SCREENSHOTS?
That Resident Evil Mod
————
————
~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING
~[FGS]SaSQuATcH~ wrote:you+serious=error
chin.democ. wrote:It's just what you're doing with your right hand that worries me....
Re: DXMP_TropicalIsland
Lol @ DJ
GET YER SSHOTS OUT, 


Re: DXMP_TropicalIsland
dude, insane DTS fights on this map. love it. Some extra details and you got a perfect no-aug map, maybe a more neutral sky texture and slightly toned down lights though dude cause they make everything too bright at the momen t. 

AKA Knifeworld on Discord etc. Frozen brains tell no tales!
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: DXMP_TropicalIsland
I'm excited for a number of reasons.
The major thing you are doing right is designing a map that is different and could be useful.
1. Textures are nice. I like the boat.
2. Design is good.
3. It's a DTS map and the theme or location is fresh in comparison to most stuff hosted.
The major thing you are doing wrong is killing the map with non-immersive edits.
1. Rotate some of the DTS so it's more believable that they have been dropped or placed on the floor randomly. Steel blades for example could be "stabbed" into the ground. At the moment I feel very much I am in a map that has been made too quickly.
2. There is nothing connecting player area and skybox, it's obvious they are two separate areas. This is killing immersion and letting you know you are in a false world. Maybe some sort of lagoon terrain blocking out the edges. This was my only real beef with your railway map too.
3. If light was that bright in real life, there would be very strong shadows under the trees and furniture and anything else. There are already so many 0-aug maps that are so bright there are no shadows anywhere.
If the intention is bright light, then I would say it's not finished. Otherwise I would reduce the lighting massively to same as default MP maps. Have a sunset and have proper shadows like the default MP maps.
If you need any help at all, just pm me and we can organize msn, skype, fb or pm, whatever.
The major thing you are doing right is designing a map that is different and could be useful.
1. Textures are nice. I like the boat.
2. Design is good.
3. It's a DTS map and the theme or location is fresh in comparison to most stuff hosted.
The major thing you are doing wrong is killing the map with non-immersive edits.
1. Rotate some of the DTS so it's more believable that they have been dropped or placed on the floor randomly. Steel blades for example could be "stabbed" into the ground. At the moment I feel very much I am in a map that has been made too quickly.
2. There is nothing connecting player area and skybox, it's obvious they are two separate areas. This is killing immersion and letting you know you are in a false world. Maybe some sort of lagoon terrain blocking out the edges. This was my only real beef with your railway map too.
3. If light was that bright in real life, there would be very strong shadows under the trees and furniture and anything else. There are already so many 0-aug maps that are so bright there are no shadows anywhere.
If the intention is bright light, then I would say it's not finished. Otherwise I would reduce the lighting massively to same as default MP maps. Have a sunset and have proper shadows like the default MP maps.
If you need any help at all, just pm me and we can organize msn, skype, fb or pm, whatever.