Man of Valor: Hotel "Part 3"
#1 Posted 05 February 2012 - 11:00 AM
"I always said if there's a way to go it'd involve, women, wips and oil"
Hotel.zip (12.46K)
Number of downloads: 253
#2 Posted 05 February 2012 - 12:51 PM
Water sector is buggy as hell read again how to use submergible water You should take more time on creating this Missaligned textures look ugly
And as Cody said in post below, These doors are good but for parody
This post has been edited by Arwu: 05 February 2012 - 12:57 PM
#3 Posted 05 February 2012 - 12:54 PM
And doors with DOOR KNOBS do not rise into the ceiling like Doom doors... (Also none of you doors make sounds)
The map is very inconsistent, the size of your hotel is like it was made for hobits, then other areas are made for someone 10 feet tall in places.
This post has been edited by Cody: 05 February 2012 - 12:55 PM
#4 Posted 05 February 2012 - 01:03 PM
Cody, on 05 February 2012 - 12:54 PM, said:
And doors with DOOR KNOBS do not rise into the ceiling like Doom doors... (Also none of you doors make sounds)
The map is very inconsistent, the size of your hotel is like it was made for hobits, then other areas are made for someone 10 feet tall in places.
1. I can't make swinging doors, it doesn't work. 2. My sound thing won't work, I had to use the one from stadium for the talking. 3. The tall places, have you ever been in buildings? 4. The water, I did what it said and that's what I got. Sorry, but I was just paying attention to the detail, like you said, and not paying any to size... If you want me to make a good place, tell me what I need to pay attention to
#5 Posted 05 February 2012 - 01:09 PM
Then you should either
A. Keep trying till you get it to work.
B. Quit mapping now because if your maps are never going to have more than Doom doors and sounds it's going to be very boring.
And yes, I think I have and will have been in more buildings than you ever will in your life time considering what my job is.
#7 Posted 05 February 2012 - 02:18 PM
This post has been edited by Arwu: 05 February 2012 - 02:21 PM
#8 Posted 05 February 2012 - 02:38 PM
Arwu, on 05 February 2012 - 02:18 PM, said:
I'll just quit, I guess all those people were right, I am nothing but a peice of shit, you won't be bothered by my work again.
~Duncan.
#9 Posted 05 February 2012 - 02:51 PM
#10 Posted 05 February 2012 - 03:35 PM
Never Forgotten, on 05 February 2012 - 02:38 PM, said:
~Duncan.
As you were told, we all began our mapping careers as noobs. My first map was no better than your first map (well, maybe a bit...). No one expects your first map to be of high quality. The hostile reaction of some people here was simply a response to your childish reaction to appropriate criticism. You were told that it usually takes months to build a good map and that it's better not to release your first map(s). And here you are, only a few days later with another map. You cannot expect us to shower you with compliments when your map has nothing worth complimenting.
Don't blame us for your early retirement. We initially gave much harder time to a Russian mapper Sanek because he didn't just come up with noobish maps but because he also copied parts from maps made by others and claimed them as his. But he persevered and his recent maps were actually pretty good.
#11 Posted 05 February 2012 - 04:15 PM
Quote
So you spent 4 hours on this map and expect it to be the best thing out there?
#12 Posted 05 February 2012 - 05:03 PM
My two cents - One can't help those that did not ask for it.
This post has been edited by Hank: 05 February 2012 - 05:46 PM
#13 Posted 05 February 2012 - 05:56 PM
EDIT: Anyways, I decided to undergo actually trying the game. So whats the goal of it? Seems quite pointless with the way you hyped it up in the main post. Like it was said before, the scale is pretty bad. This is something you must train your eye to understand, on top of understanding in-game units and how things are scaled from there.
The map itself isn't TERRIBLY bad. It seems like it could go places. Showing the hotel sign is a nice touch since its not an in your face addition. Very subtle and natural.
The doors, like it has already been said, needs to be set to swinging and not star trek sliding. Either learn it or give up on mapping. You can't just settle for something because you choose not to really try to learn. Its all trial and error.
The hallway. That thing is narrow. No hotel in the right mind would make a one-way hallway. There is not enough space for two lanes of motion.
The girls. So, every room has girls dancing, either stripping to no one, or just dancing on the bed. What sort of hotel is this? lol
This post has been edited by s.b.Newsom: 05 February 2012 - 06:06 PM
#14 Posted 05 February 2012 - 06:06 PM
s.b.Newsom, on 05 February 2012 - 05:56 PM, said:
Or maybe you don't like abstract art?
#15 Posted 05 February 2012 - 06:08 PM
Anyways, I edited my last post with constructive critiquing.
#16 Posted 05 February 2012 - 06:32 PM
#17 Posted 05 February 2012 - 06:43 PM
Never Forgotten, on 05 February 2012 - 06:32 PM, said:
The doors will take a while to learn, just take your time.
#18 Posted 05 February 2012 - 06:49 PM
Never Forgotten, on 05 February 2012 - 02:38 PM, said:
~Duncan.
The fact is, we're not saying you're a bad mapper, just that you're not spending anywhere near enough time on it. If you want to try to improve your skills, perhaps start working on a map that you know you're not going to release, that way you can do anything you want to it. I've started several maps that I haven't released, and I'm 100% confident many others have done so as well.
On the other hand, I think what you need is beta testers. People who will look at your map before you release it, and tell you ways to improve it. I think beta testers will be able to teach you an awful lot and really help you improve if you're willing to listen.
This post has been edited by Micky C: 05 February 2012 - 06:53 PM
#19 Posted 05 February 2012 - 09:39 PM
We all get frustrated with mapping from time to time and its a matter of persevering! If you need help with making swinging doors, shoot me a message, i'd be more than happy to help you with that.
I think in your case instead of trying to build something so big. I would probably recommend starting off with a smaller project and take it one step at a time. Building something so big right off the bat almost becomes overwhelming. Also don't expect to make a perfect map in a day. No one can do that. If I were to edit your Hotel map to add detail it would take me 8 months of work. So try something smaller. Maybe make a small multi-player Duke death match level and pick a theme or setting. Like a ship yard with crates and a warehouse. Later on, you can add a crane, a dock and a ship. If the ocean scene is not your thing. You could always focus on modelling a map after a real bar or pub. You definitely know how to use the stripper sprites just fine! =)
What I would focus on right now is learning how to slope sectors and learn how to change the direction of the sloping floor and its angle. That will help when detailing stuff. The keys that do this are [ & ]
Alt + F when pressed on a wall will select that wall as the sloping angle to change the slope direction. Try using those keys in 3D mode and see what happens to your floor.
Good luck!
-Paul
This post has been edited by Paul B: 06 February 2012 - 10:19 PM
#20 Posted 09 February 2012 - 07:08 AM
#21 Posted 09 February 2012 - 09:05 AM
First thing I did was take the windows on each wall and drag them to where they would be positioned in the center. I also added drew a few extra sectors to make some "curtains". Note that I also re positioned the pane (ie, the transparent wall) to where it was in the center of the window's sector, rather than on the outside. Doing stuff like that helps add some depth to the architecture.
Next thing I focused on was the doorway that led into the following corridor. Arwu was a bit off when he said that the ceilings need to all be the same height; they don't. It looks a lot better if you bring doorways like this down by a few units so there's a clear distinction between the room and the hallway. Also, you might notice that I added a few extra sectors around the doorway to create a sort of "frame" for it. This is sometimes referred to as "trimwork" and it always makes a map look more interesting.
After that I decided to tackle the lighting fixtures and shading, or rather, the lack thereof. Pretty much every part of your map is at a shade value of 0 or lower, but there's no lights anywhere. I started by making one big sector that encompassed nearly the entire room, then started making smaller sectors within it. After all that was said and done, it wound up looking like this in 2D mode...
The small sector in the center of it all (where the white arrow is) is the light fixture itself. All the bigger sectors surrounding it are put at different shade values. This creates a nice, gradual change in the intensity of the light, which you can see in the first and second screens. After that, I darkened the walls at the very end so they'd match the floor, then I added that extra "door" in the back. It doesn't actually lead anywhere, but putting stuff like that in helps add immersion to the map.
Mind you, doing all this stuff was pretty easy (it certainly didn't take knowing any special keys or tricks in mapster) and IMO it made this room look way better. It's just my advice, take it or leave it, but this is how I'd go about doing it, and it's probably what a lot of the other guys that have critiqued your maps are looking for.
#22 Posted 14 February 2012 - 10:22 AM
This post has been edited by Paul B: 14 February 2012 - 10:23 AM
#24 Posted 14 February 2012 - 12:42 PM
#25 Posted 14 February 2012 - 07:26 PM
Paul B, on 14 February 2012 - 10:22 AM, said:
Woah there, bud! At least buy me dinner first
rasmus thorup, on 14 February 2012 - 10:36 AM, said:
Those were already there, actually. They're a product of the glitchy water sectors he has towards the end of the map. Like I said, the first room was the only thing I actually changed.
#26 Posted 04 December 2013 - 08:25 PM
#27 Posted 05 December 2013 - 03:08 PM
Be patient and experiment a lot! try to use test maps for each effect you're struggling with, and then when you mastered it you can go back to your actual map and apply it.
#28 Posted 05 December 2013 - 03:27 PM
DavoX, on 05 December 2013 - 03:08 PM, said:
Be patient and experiment a lot! try to use test maps for each effect you're struggling with, and then when you mastered it you can go back to your actual map and apply it.
Thanks. The main two effects I'm struggling with are any door type other than doom style, and water... you all know how that turned out last time :3
EDIT: I have downloaded the newest mapster, and have successfully made a swinging door, and TROR.
This post has been edited by Never Forgotten: 20 March 2014 - 12:39 PM