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Red Eclipse • View topic - [MAP] C.Q.B. Madness
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[MAP] C.Q.B. Madness

PostPosted: 16 Aug 2016 17:09
by GeneralKarnage
This is a map that I made a year or so ago (not quite sure when). I recently revised it and decided to post it here. It's good for team games of all modes except Bomber-Ball (there is no bomb). I was inspired by real-life indoor airsoft arenas.

It's kind of like a maze, but there are some open spaces and several good places for snipers. There are also some secret areas (I might add more of these later!)

Re: [MAP] C.Q.B. Madness

PostPosted: 17 Aug 2016 05:03
by qreeves
Looks a bit dark at the moment, which usually doesn't go down so well in practice.

Re: [MAP] C.Q.B. Madness

PostPosted: 17 Aug 2016 12:36
by bonifarz
Usually I'm the guy who complains about maps that are too dark :lol:
But here it's really dark, all the brick corridors have no lighting at all.

I quickly tried to triple the number of lights at the ceiling, and it seemed about right for me (each row offset by 8*4m, lowering the radii from 400 to 360).

Also the ceiling gets very bright, maybe you want to lower the lights a bit or add some spotlights and/or dziq's light cones?

The specular on the alpha/omega panels is super bright, what about /vdelta vshaderparam specscale 0.2 0.2 0.2 on these?

Maybe it makes sense to connect the sniper/mine room with the bases using some more corridors with stairs. Not sure if the hiding/rocket spots on the roof girders are a good idea.

That being said, I think it's nice a theme / map concept. I imagine going through the maze is slow, but gives you at least some cover from the all mighty snipers.

Re: [MAP] C.Q.B. Madness

PostPosted: 17 Aug 2016 18:40
by GeneralKarnage
Personally, I like dark maps, but I can see where you guys are coming from. I do agree with the fact that the brick corridors could use some more light (I was actually considering placing some lights in there, but I wasn't sure what the said lights would look like) and the all-too-reflective team symbols. I might also reduce the fog a bit.

Re: [MAP] C.Q.B. Madness

PostPosted: 18 Aug 2016 10:14
by bonifarz
For those sections that are not part of the main hall, a natural solution to your lighting problem may be windows with sky texture for sunlight based lighting.

Re: [MAP] C.Q.B. Madness

PostPosted: 18 Aug 2016 12:31
by FaTony
Looks like a good map for something like Counter Strike, but certainly not Red Eclipse.