26 Jul 12, 07:12PM
(This post was last modified: 26 Jul 12, 07:15PM by Felix-The-Ghost.)
I thought this thread would somehow be about this.
Everyone has seen trench maps, but I'm glad you avoided the cliche of "sniper towers" and/or unbalanced geometry for RVSF and CLA.
I also like the use of water with the mud textures so it looks like it might have just rained. The inside of those caves also look great with your texture choices and geometry.
You've also managed to keep the map open enough to find players easily but still be able to take cover when needed.
I don't really understand why the rails are there (or the wire platforms) but I think it works.
The skymap walls work against you in this one. Almost everywhere the "edges" pf the map look weird (there were a few posts about the drawbacks of this technique).
I think the broken ceiling in the two caves should be deeper. If you don't feel this is justified because of the low "roof level" visible, just look at those mine-shafts with their "phantom cubes".
Everyone has seen trench maps, but I'm glad you avoided the cliche of "sniper towers" and/or unbalanced geometry for RVSF and CLA.
I also like the use of water with the mud textures so it looks like it might have just rained. The inside of those caves also look great with your texture choices and geometry.
You've also managed to keep the map open enough to find players easily but still be able to take cover when needed.
I don't really understand why the rails are there (or the wire platforms) but I think it works.
The skymap walls work against you in this one. Almost everywhere the "edges" pf the map look weird (there were a few posts about the drawbacks of this technique).
I think the broken ceiling in the two caves should be deeper. If you don't feel this is justified because of the low "roof level" visible, just look at those mine-shafts with their "phantom cubes".