The map began well. Some first thoughts, though:
- The "perfect symmetry" should definitely be broken. The original Q3Tourney4 wasn't too symmetric.
Agree I made some map parts fast just by copy and paste and this works perfect in that symmetric design.
I also started to think about to go more to the floorplan of Q3Tourney4 and cut one side off.
I would like to enlarge the inner yard to the off cuted side ... well letz see
- Two Railguns? I think it's too much, especially when there's no cover areas.
Haha, yes
. to be frankly the weapons was put randomly, just to have bot gameplay avilable, have just start to find some balanced weapon spawns.
- The map is very "square". Some areas, such as the central one, would benefit with the use of bezier patches.
Yes, also came by the copy and paste workflow ...
- Can you keep those neat dummy textures in the final release or at least a separate pack? They would definitely be helpful.
My quick an dirty selfmade developer textures?
no problem if you want you can use them in the pre-alpha map pack as I have mentioned feel free to use it
Not quiet sure from where I have picked up that developer texture idea. Have seen this at several mapping guides.
Some times I just start Radiant without any unpacked texures and shaders and then I open up Gimp and Notepad++ or another text editor and start to
paint / write my own textures and shaders
. Usually I start with these simple "dev Textures".
You can make also your own. It dosen't needs any master skills on Gimp
I have made the by:
- start a new picture by size of 256 x 256
- put two help lines 50% in vertical and horizontal
- the first layer I fill with a colour I like
- Then I create a new layer with a different colour normaly a darker or brighter variation of the first layer
- take the selection tool and select along the helplines squares to and remove them on the opposit side
- save it as tga or jpg into a folder inside "textures" folder done.
- on the current once I have put in some stylish OA logo
I made several variation just in colours or some times also different squares.
The advantage of these textures I see is, to get a feeling about size.
Sometimes maps looking unnatural or feeling wrong just because sizes dosen't fit.