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Messages - Sauce

#106
To get my vote on this one, you'll have to produce an actual map. Some of the geometry is impressive, but it is also nescessary to be able to put your skills to practical use. I will except some candidates with detail only maps, but if that is the case, it will have to be at a high standard. You showed enough here for the detail test, just make a relativley detailed map with a cool layout. I can give you a hand if you like. I tend to believe the reason to mapping is producing a playable map, and heck, if you do good, your maps can potentially get in the release. You at least have a purpose to your creation. I want to see some actual maps comming out of this clan. I think we should look up to Jake Windecker's Alithia, and aspire to one day reach that level of map editing. I generally work with others, and don't really deserve much of the glory on any of my projects, I just do it for the general contribution. 
#107
The Mega Archive / Re: Kony 2012
March 08, 2012, 02:26:58 AM
It could help, I don't see the harm in trying. It's better then a totally pesamistic view. If you watched the video, you'd know, that it already helped to a degree. A mapping clan forum may be an innapropriate place, but the petitions as a whole are a good thing.
#108
Maps / For Sparky
March 05, 2012, 10:15:26 PM
This is a map I helped sparky with.
Sparky, I expect to see a post from you for an updated version of this eventually.

I hope you like it! Continue work on it, you got the gist of what I was doing. Add a bunch of light fixtures and computers etc. 
#109
Maps / Re: Ars Belli - The Art of War
March 04, 2012, 09:50:08 PM
This is neat. Over 8 megs for the ogz, that's huge! It seemed you tried to use as many small cubes as possible neat.
#110
The Mega Archive / Re: Jim-Dandy Admins
March 02, 2012, 04:19:20 AM
If you're in MH, you should get admin. I think that's fair. I will vote for p1 and sweet though.
#111
Applications / Re: Mooeepp's Apply
March 02, 2012, 04:17:02 AM
I'll say yes. I hope you'll be of some use in a playable map project eventually.
#112
Pictures / Re: Nibelheim
March 02, 2012, 04:15:49 AM
Neat.
#113
The Mega Archive / Re: Jim-Dandy Admins
March 01, 2012, 05:44:58 AM
Well I'm definitely of that few :D
#114
Applications / Re: Reptile's Application
February 23, 2012, 09:18:36 PM
This map is alright, I'll vote yes. I'm glad to see that you made a layout that works, but at at the same time, I think you can do better.
#116
General Discussion / Re: Screenshots General
February 22, 2012, 04:25:28 PM
Those screenshots look cool Sour.
#117
Well whatever works for you. Even getting inspired by architecture could help, dunno.
#118
The Mega Archive / Re: Expanding over to Red Eclipse.
February 18, 2012, 12:40:54 AM
I think RE mapping is great! I think MH can edit both in Sauerbraten and RE. I am up for it!
#119
Applications / Re: Reptile's Application
February 16, 2012, 07:38:00 PM
I hang out with some of the cm people. Who cares? I've edited with Hewho, Superman, Somedude and B4, and they're really nice talented assistants. They're great editors and team players, and that is hard to find. I like working and talking to all kinds of editors, and I am willing to edit with anyone. Collaborating and conversating with CM members isn't a horrible thing, even if some members stirred up trouble. 
#121
     I thought it would be interesting to talk about different concepts related to geometry, trigonometry and drafting and how they could be applied in drafting out layouts. Learning principles in architecture, and studying it, also duplicating pictures you find on the net of different exterior and interior views of various structures and/or buildings. Also drafting out a layout, as if it where inside a structure. Making a great deal of the details come organically from logical supports, to hold up the structure. Obviously the optimal layout for game play of any size or intended game mode of a map  is unlike any building, but it still can be incapsulated in a building like shell, and be made into a building like structure.

   Now I never really taken the drafting approach before, but it might be good for some people and possibly me to. They're some people who seem to be able to make magnificient layouts right off the top of their minds, but some others may be able to make great creations from a more pre planned approach. Often times people just sit around and do nothing for a large majority of the time during editing, and one often gets mappers block; therefore, you'll be able to make up for the time it took to plan everything out. No one that I know of really ever used a drafting/architecural Engineering approach, to construct maps that function well in game. I think it's something to be considered for those who struggle making good layouts.

    I was hoping we could share photos of interesting architecture, geometry/trigonometry/drafting software, drafted plans for layouts and anything helpful for a pre planned mapping approach. I'd love to eventually see a drafted out layout accompanied with an ogz of the map and recreations of random photos of architecture. My objective with this thread is to inspire some to try this approach, especially those who are good at detailling, yet struggle with layout design. 
#122
Maps / Re: Flying Base 2
February 14, 2012, 03:11:05 PM
Still way too narrow. You'd have top copy it in a bigger grid size to function. Not bad, just make shit wider.
#123
Maps / Re: nok5 - WIP
February 14, 2012, 03:08:39 PM
Nice map man. This is that fanatic themed map you where talking about. It looks nice and the layout seems fun.
#124
Applications / Re: Reptile's Application
February 05, 2012, 07:29:06 AM
Ya I'd really like to see a nice playable map, that's what I would really like to see personally. I'm sure the small grid crazy detail stuff is ver good as well, but regular grid playable maps  are very awesome! If the map isn't playable and the details are crazy enough, I will vote, but I rather a playable map, instead of just a detail map.
#125
The Mega Archive / Re: Chris's Infinite Wisdom
February 03, 2012, 06:41:28 PM
I agree. Sweet you have invested so much time and thought in to this whole drama thing between MH and CM, that you could of completed a nice playable map by now. I just wish both clans would be more efficient at mapping, rather then bitching. I still like a lot of the CM members and have nothing against any of them. There is no need to try and make others hate them and to constantly make little jabs here and there against them, everytime you see an opening. We just need to map and be friends, that's all.
#126
Red Eclipse rules and it uses a sci fi theme. Sci fi is kick ass. Shut your mouth Doom :D
#127
Frogmod / Re: frogmod ported to windows
February 03, 2012, 06:21:50 PM
Thanks a lot jon.
#128
Joining / Re: Z3R0's Application
January 30, 2012, 06:02:56 PM
It's looking good, some fixes are needed. I don't really know why you added the jumppad to the one area, because there is stairs right beside it that lead you to the same spot, but it's not a big deal. I would have done some of the details differently myself, but it seems like it would be fun to play in. I'm glad I could help you with your layout, and I hope you learned some from it. Remember to add a map title by typing /maptitle "Map by Author". My vote is yes, but you still have much to learn.
#129
This is unimaginably bad, I don't understand it. It's bad for a 13 year old even. I feel bad for the guy, but after even just looking at all the maps he reviewed, he must of obtained some general knowlegde of maps and how they work. These quality of maps are the ones everyone blasted with him and then he makes one like it, with no knowledge of it being that calibur. I just can't comprehend what he was thinking.
#130
Applications / Re: Panthrawrrr! (Pantha)
January 29, 2012, 02:02:39 AM
I'm all about playable maps. You'll need a good playable one to get my vote. If it is just fun maps or aesthetic maps, I'll vote if they're really good. I want to promote maps that can contribute to the community. That way you can, or eventually can get a map in the release.
#131
Maps / Re: kmap2 Sauerbaten Remake
January 29, 2012, 01:58:18 AM
Nice buddy. The lighting works differently with those textures eh? I found the lights are less bright with them. I might go on tonight and maybe tommorow, really busy now of days, lots of studying to do. Though I'd like to see some of you guys on Sauer again, it's pretty much the only game I ever play, when I do play games, heh.
#132
Just make a well functioning playable map that embraces simplicity.
#133
Joining / Re: Z3R0's Application
January 24, 2012, 08:47:21 PM
Make it a playable map. If you really put your mind to it, you can finnish your map in 4 to 20 hours, depending. It really depends how far you want to go with it. That being said, sometimes the minimalist approach is more appreciated. The main thing to me, is that you conceive something that looks good and is useful. It's like architecture, you're coupling aesthetics with functionality. Keep these principles in mind:

1. Lots of Height variation; avoid large flat surfaces.

2. Try not to have long hallways. If you can, try to make routes sub rooms instead of halls in most instances.

3. Avoid 1 block thick stairs, they're odd looking and don't function well.

4. Don't make rooms too narrow, and make sure you can jump under each part, without hitting your head.

5. If you can, avoid the blocky rectangular appearance(in some instances rectangular maps are acceptable, but it's especially interesting when a map is more curved and has odd angles and such). Think out of the box.


Good luck!
#134
Maps / Re: sonic deathmatch WIP [16/01/12]
January 21, 2012, 07:51:32 PM
This one is very nice, should finnish up the layout soon. Seems like it can be playable and fun. I'm not sure if the loopty loops and shit would really work in a game though.
#135
Joining / Re: MasterTechCC wants entry :D
January 21, 2012, 04:07:01 AM
Yes
#136
Joining / Re: Z3R0's Application
January 20, 2012, 09:02:44 PM
Yes
#137
Maps / Re: scorch
January 20, 2012, 09:00:48 PM
It's a cool map so far. A bit flat and there is one dead end. Also the lighting needs to be re done. I think with the correct changes, this map has a lot of potential.
#138
Maps / Re: kmap2 Sauerbaten Remake
January 20, 2012, 02:13:33 AM
I mentioned you in the map title Leo. Forgot Garm. Everything LR7 did got replaced. It's all in the map title. Will say next time in post as well.
#139
Maps / kmap2 Sauerbaten Remake
January 20, 2012, 01:08:20 AM
This was a map I used to practice my detailling. I just converted kmap2 from Cube 1 and enlarged it by one grid size. I did this because one, all the Cube maps are too narrow and you hit your head all over the place and two, they're not all in grid. Then I changed the theme completely and detailed it with the help of others. It's not completely done, but it's close. This map was one of my favourite Cube 1 maps back in the day. Hopefully it can be improved enough to replace kmap5 in the release, because kmap5 is made like a Cube 1 one, there for it's all too cramped. I like the nostalgic feel of this map. I am not the greatest at lighting, but I was going for a slightly more bright looking map. 
#140
Joining / Re: Parkour's Application
January 18, 2012, 04:18:49 AM
Yes.