06 Mar 11, 08:44AM
Okay, Mikey:
1) Clip off the meaningless areas on your map, like all of the wall edges and anything that could be conceivably reached by nade-rifle-piggy-back-jumping.
2) Platforms that occupy the same space look trippy and not-so-pro.
http://baconbukz.co.cc/up/uploads/Collid...0Funky.gif
It's because the game can't tell which mapmodel's texture to show you, since they're on the exact same plane!
3) You've done a good job of filling in empty spaces. Fill in some more of those empty areas. Even if it's with pointless crates or mapmodels, it's better than the smooth, empty, singular texture.
4) Find a way to make the gate edges look more integrated with the environment -- probably widening passages or getting rid of them altogether are the easiest options.
5) Your use of mapmodels is great! Let them spread out a little more, don't try to have them in the same space as your decorative geometry.
1) Clip off the meaningless areas on your map, like all of the wall edges and anything that could be conceivably reached by nade-rifle-piggy-back-jumping.
2) Platforms that occupy the same space look trippy and not-so-pro.
http://baconbukz.co.cc/up/uploads/Collid...0Funky.gif
It's because the game can't tell which mapmodel's texture to show you, since they're on the exact same plane!
3) You've done a good job of filling in empty spaces. Fill in some more of those empty areas. Even if it's with pointless crates or mapmodels, it's better than the smooth, empty, singular texture.
4) Find a way to make the gate edges look more integrated with the environment -- probably widening passages or getting rid of them altogether are the easiest options.
5) Your use of mapmodels is great! Let them spread out a little more, don't try to have them in the same space as your decorative geometry.