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Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 3:20 pm
by CressAlbane
This is a map taking place in a tomb. The map is mostly finished, but I have to add new sides.
I plan to add more cover.
The map layout is a square passage of tunnels with a central area.
There is a small bug with the central area so I don not have pics yet.
Re: Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 3:25 pm
by CT-26-6958_Hevy
Like it.
Looks like a cool tunnelsystem map =)
Re: Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 5:39 pm
by skelltor
looks cool may i suggest traps and falling floors

Re: Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 5:48 pm
by Sky_216
looks nice...maybe change the name to Ptegia: Catacombs though?
Re: Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 7:44 pm
by CressAlbane
No, the central area is obviously a tomb.
Re: Ptegia: Tomb Tunnels
Posted: Thu Oct 14, 2010 9:23 pm
by sim-al2
CressAlbane wrote:No, the central area is obviously a tomb.
So in other words a catacomb... the word "catacomb" just means tunnels used for burial, which your tomb area would roughly be (assuming it's underground) and I think that catacomb would read better.
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 5:02 am
by Anakin
looks nice can you maybe upload a pic in zero editor?? so we can see the whole tunnelsystem??
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 10:48 am
by Xavious
The lighting makes it look like the corridors are lit by torches, but there is no visible light source. So technically, your tunnels should be pitch black. Find some torches (or torch-like objects with a fire effect attached) and put them on the walls.
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 12:08 pm
by CressAlbane
I know, I was planning on doing that.
I left places for pedestals and such.
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 3:07 pm
by martin105038
Looks good

I like tunnel maps
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 7:11 pm
by THEWULFMAN
Re: Ptegia: Tomb Tunnels
Posted: Fri Oct 15, 2010 10:03 pm
by MrCrayon
SUPPORT for dark times please!!! I think it looks promising though. Maybe some torches on the walls?
Re: Ptegia: Tomb Tunnels
Posted: Sat Oct 16, 2010 9:13 am
by Obi-Wan Kenobi
This looks great! Textures look good, it doesn't seem huge, and in general tunnel maps are bound to be fun!
Re: Ptegia: Tomb Tunnels
Posted: Sat Oct 16, 2010 12:55 pm
by Null_1138
I was afraid that would happen. The UV's of that tunnel make the texture repeat too often. If you would like, I can re-texture it in Sketchup using a Yavin stone texture, and re-export it. Just let me know if you want that done.
Re: Ptegia: Tomb Tunnels
Posted: Sat Oct 16, 2010 2:37 pm
by SAMofBIA
looks good man, i like the use of the tunnel converters, but yah, i agree with Null, the texture is over repeated on them.
Re: Ptegia: Tomb Tunnels
Posted: Sat Oct 16, 2010 10:39 pm
by commander501stappo
Re: Ptegia: Tomb Tunnels
Posted: Sun Oct 17, 2010 8:12 am
by CressAlbane
I think the UV looks OK, the modelbug is fixed and now I just need to work out the ground texturebug.
Re: Ptegia: Tomb Tunnels
Posted: Sun Oct 17, 2010 1:40 pm
by Fiodis
It looks pretty good - I'm always a fan of corridor maps.
Re: Ptegia: Tomb Tunnels
Posted: Sun Oct 17, 2010 1:51 pm
by skelltor
Fiodis wrote:It looks pretty good - I'm always a fan of corridor maps.
i likey the name

Re: Ptegia: Tomb Tunnels
Posted: Tue Oct 19, 2010 11:04 pm
by Press_Tilty
I've never really liked indoor maps, but this looks interesting.
YOU SHOULD HAVE A HUNT MODE vs. ZOMBIES!!
Back to regular case, a flickering effect would be neat.
Are you allowed outside?