Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.
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CressAlbane
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by CressAlbane » Thu Oct 14, 2010 3:20 pm
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.
CT-26-6958_Hevy
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by CT-26-6958_Hevy » Thu Oct 14, 2010 3:25 pm
Like it.
Looks like a cool tunnelsystem map =)
skelltor
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by skelltor » Thu Oct 14, 2010 5:39 pm
looks cool may i suggest traps and falling floors
Sky_216
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by Sky_216 » Thu Oct 14, 2010 5:48 pm
looks nice...maybe change the name to Ptegia: Catacombs though?
CressAlbane
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by CressAlbane » Thu Oct 14, 2010 7:44 pm
No, the central area is obviously a tomb.
sim-al2
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by sim-al2 » Thu Oct 14, 2010 9:23 pm
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.
Anakin
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by Anakin » Fri Oct 15, 2010 5:02 am
looks nice can you maybe upload a pic in zero editor?? so we can see the whole tunnelsystem??
Xavious
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by Xavious » Fri Oct 15, 2010 10:48 am
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.
CressAlbane
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by CressAlbane » Fri Oct 15, 2010 12:08 pm
I know, I was planning on doing that.
I left places for pedestals and such.
martin105038
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by martin105038 » Fri Oct 15, 2010 3:07 pm
Looks good
I like tunnel maps
THEWULFMAN
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by THEWULFMAN » Fri Oct 15, 2010 7:11 pm
MrCrayon
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by MrCrayon » Fri Oct 15, 2010 10:03 pm
SUPPORT for dark times please!!! I think it looks promising though. Maybe some torches on the walls?
Obi-Wan Kenobi
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by Obi-Wan Kenobi » Sat Oct 16, 2010 9:13 am
This looks great! Textures look good, it doesn't seem huge, and in general tunnel maps are bound to be fun!
Null_1138
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by Null_1138 » Sat Oct 16, 2010 12:55 pm
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.
SAMofBIA
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by SAMofBIA » Sat Oct 16, 2010 2:37 pm
looks good man, i like the use of the tunnel converters, but yah, i agree with Null, the texture is over repeated on them.
commander501stappo
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by commander501stappo » Sat Oct 16, 2010 10:39 pm
CressAlbane
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by CressAlbane » Sun Oct 17, 2010 8:12 am
I think the UV looks OK, the modelbug is fixed and now I just need to work out the ground texturebug.
Fiodis
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by Fiodis » Sun Oct 17, 2010 1:40 pm
It looks pretty good - I'm always a fan of corridor maps.
skelltor
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by skelltor » Sun Oct 17, 2010 1:51 pm
Fiodis wrote: It looks pretty good - I'm always a fan of corridor maps.
i likey the name
Press_Tilty
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by Press_Tilty » Tue Oct 19, 2010 11:04 pm
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?