[MAP] (WIP) Terrarium

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[MAP] (WIP) Terrarium

Postby molexted » 19 Apr 2017 02:00

An attempt at a foliage-heavy map that I had on the back burner for some time.

Layout is symmetrical and very simple, and while it has affinities for CTF and BB, it is very small, (~80m diagonal, or ~33% smaller than vault or ~25% bigger than eternal), and therefore is most suitable (and intended for) for duels.

As always, released under the WTFPL.

to-do before release:
Add more rocks
Add clip to tree branches
Add sounds
Add particles
Add more foliage
Add more affinities and spawns
Attachments
terrarium.png
20170418180715.png
20170418185320.png
terrarium.zip
Updated 4/22
(845.79 KiB) Downloaded 3 times
Last edited by molexted on 23 Apr 2017 06:45, edited 6 times in total.
It was inevitable.
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Re: [MAP] (WIP) Terrarium

Postby qreeves » 19 Apr 2017 11:21

Looks pretty cool, but I'm worried all the details will be bad for certain setups with all the grass, water, and mapmodels (you seem to be only getting ~40fps yourself).
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Re: [MAP] (WIP) Terrarium

Postby molexted » 19 Apr 2017 15:33

I capped myself at 40 fps there :)
Frame rate is a bit of a problem at full settings, but turning off grass and water reflections nets a large boost in frame rate (about 2x)
On my Intel HD 3000 laptop this map does about 60-80 fps with grass off and 25-30 with full grass.
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Re: [MAP] (WIP) Terrarium

Postby qreeves » 20 Apr 2017 00:54

Ah, that's probably OK, even if most people don't know how to turn off grass and reflections (but that's more a problem with the old graphics options).
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Re: [MAP] (WIP) Terrarium

Postby SniperGoth » 20 Apr 2017 12:37

It just doesn't look right with the current color palette.
Maybe a dark-blue tone ambient, a skylight instead of sunlight (because from what i remember this skybox doesn't have a sun), a thicker fog, some yellow lights could make it look better in my perspective :p
Ex Iron fist level designer/ Ex Revelade Revolution level designer, 3d/2d artist, and still trying to figure out sound design...
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Re: [MAP] (WIP) Terrarium

Postby DonGeilo » 20 Apr 2017 15:08

I really like the idea with those broken windows and the all over theme. The way between the two bases in CTF is a little to short and easy imo. There should be at least no direct sight between those two. I would also make the map a little bigger and add at least one more alternate routes between the bases. Maybe add two more rooms with some Jurrasic Park-like electric fences and stuff.
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Re: [MAP] (WIP) Terrarium

Postby molexted » 20 Apr 2017 23:37

As mentioned, this map is pretty much a duel map; I added team affinities because it's trivial to do so. Keeping its intent as a duel map in mind, I generally don't like adding more corridors than needed to prevent a hide-and-seek match.

That skybox does have a sun; in fact, the only reason I chose that skybox is because the sun was high enough on the screen to keep the center reasonably well lit. The fog is already dark blue and fairly thick, and I changed the sunlight to be slightly yellow (keeping in mind that good monitors will have white calibrated to sunlight).

Also, I've updated the map. Changes:
Clipping around trees to allow camping on branches
More rocks
More foliage
Particles and sounds to add ambiance
Slightly yellower sunlight
Slightly thicker and bluer fog

I've updated the map yet again. Changes:
Some unneeded geometry culled
Use of lightfx spotlights
It was inevitable.
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Re: [MAP] (WIP) Terrarium

Postby molexted » 23 Apr 2017 06:47

Another update. Changes:
Some unsightly terrain smoothed
Geometry error fixes
More particles inside terrarium
More leaves on ground
Clutter in hallway
It was inevitable.
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