This is version 1 of my completed map iNi][Biodomesee below. those of you who tested it with me will find this v1 to be almost identical to the last, took many suggestions into consideration but will be implementing such suggestions in further versions of the map i.e. the Tree's pho was wanting in a version, walking planks in another version.
For now though, you have your basic 1on1arena with added depth and few weapon limitations, i.e no roman sword, battleaxe, trial pit mace, battle sword and no big shields.
a later version with walking planks will have a battle axe in the currently inaccessible room.
UPDATE D/L The Latest Posted Attachment Which is the Final Version 1 link
Last Edit: Sept 28, 2011 20:07:57 GMT -5 by Kermit
Post by =iNi=Deliverance on Sept 27, 2011 22:34:44 GMT -5
First off, I like the idea. An arena with some lurkin involved. I like the interest the lighting creates, and the size is good. I like the idea of limited weapons, and the lower grade shields.
If I must give my honest opinion I would have to comment on the texture used in the spawning areas. U use the texture that is meant to be a window, and it looks great when used as a window, though I personally don't think the choice to use it as the whole 4 walls of the spawning/weapon area adds justice to the map. I think you have something going with the map itself, though the spawn/weapon area takes away from its full potential. Final touches like texturing is what makes great mappers stand out from the rest, so if you are going to release this map to the public, I would personally try some other textures to see what you could use to add a realistic and better feeling to the map.
Great job overall ;D
Standing Strong ! =iNi= tag is worn with pride, shining an image of who ... and what I am inside .
I would have to agree with the texture in the weapon rooms . . . i dont like it too much anymore, i did at first cuz its was bright and colorful and i was high xD but realistically it looks weird, and kinda takes away from the overall lighting of the map. ill change it when i get home tonight and reload the attachment with the corrected texture.
my main attraction to this map i feel is that wall layout, like u said adds a lurking/stalking element as well as a more vertical dynamic, for if u time your jump attack right u can seamlessly jump from each lower wall to the next one up without climbing, but failure to do correctly will leave u open to attack which adds a nice strategic depth. With phoe's idea to add A single tree or 2, i think i will do a tree infested area of sorts and texture accordinly to make it "outside".
my overall idea was to make this more of a template map to continuously build upon and revamp. as well as make it great for the basic elements inside.