Ptegia: Tomb Tunnels

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CressAlbane
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Ptegia: Tomb Tunnels

Post 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.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
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.
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Re: Ptegia: Tomb Tunnels

Post by CT-26-6958_Hevy »

Like it.
Looks like a cool tunnelsystem map =)
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skelltor
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Re: Ptegia: Tomb Tunnels

Post by skelltor »

looks cool may i suggest traps and falling floors :)
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Re: Ptegia: Tomb Tunnels

Post by Sky_216 »

looks nice...maybe change the name to Ptegia: Catacombs though?
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Re: Ptegia: Tomb Tunnels

Post by CressAlbane »

No, the central area is obviously a tomb.
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Re: Ptegia: Tomb Tunnels

Post 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.
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Re: Ptegia: Tomb Tunnels

Post by Anakin »

looks nice can you maybe upload a pic in zero editor?? so we can see the whole tunnelsystem??
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Re: Ptegia: Tomb Tunnels

Post 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.
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Re: Ptegia: Tomb Tunnels

Post by CressAlbane »

I know, I was planning on doing that.
I left places for pedestals and such.
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Re: Ptegia: Tomb Tunnels

Post by martin105038 »

Looks good :thumbs: I like tunnel maps
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Re: Ptegia: Tomb Tunnels

Post by THEWULFMAN »

i really like this idea, will definetly keep an eye out for this :thumbs: :thumbs: :yes:
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Re: Ptegia: Tomb Tunnels

Post by MrCrayon »

SUPPORT for dark times please!!! I think it looks promising though. Maybe some torches on the walls?
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Re: Ptegia: Tomb Tunnels

Post 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!
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Re: Ptegia: Tomb Tunnels

Post by Null_1138 »

CressAlbane wrote:
Hidden/Spoiler:
Image
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.
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Re: Ptegia: Tomb Tunnels

Post 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.
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Re: Ptegia: Tomb Tunnels

Post by commander501stappo »

looks nice.
Hidden/Spoiler:
:D can't wait :D
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Re: Ptegia: Tomb Tunnels

Post by CressAlbane »

I think the UV looks OK, the modelbug is fixed and now I just need to work out the ground texturebug.
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Re: Ptegia: Tomb Tunnels

Post by Fiodis »

It looks pretty good - I'm always a fan of corridor maps.
Hidden/Spoiler:
As for the name, why not Ptegia: Necropolis?
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Re: Ptegia: Tomb Tunnels

Post by skelltor »

Fiodis wrote:It looks pretty good - I'm always a fan of corridor maps.
Hidden/Spoiler:
As for the name, why not Ptegia: Necropolis?
i likey the name :thumbs:
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Re: Ptegia: Tomb Tunnels

Post 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?
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