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Author Topic: Hedge Maze  (Read 3187 times)

lostkiwi

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Hedge Maze
« on: January 23, 2008, 03:54:06 am »
Hello everyone,

I have been trying my hand at mapping by building a hedge maze.
Please be gentle with your comments! It's my first map... actually my first time using gtkradiant at all.  I thought it would be a good first work since it has only one level, lots of angles and adjustments to make sure it is walkable, etc. 

I still have to smooth out the corners (among million of other things) but I thought it looked neat. 



I was thinking of putting a tower of 3 or 4 levels in the middle of the maze.  A sniper over there would be a serious pain to deal with while going through the maze... and great to spot that last remaining alien hiding in a corner!




Creating it got me thinking about the Shining.  It would be cool to put a big hotel/resort type building behind it... and you could build a storyline that the world leaders were meeting in that resort and the aliens landed. 

The pain of going through the maze as you hear the aliens shooting up in the building behind would be really unnerving.

Surrealistik

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Re: Hedge Maze
« Reply #1 on: January 23, 2008, 04:00:24 am »
I like the concept, but the map itself looks a bit homogenous, though I suppose that can't be helped. Some sort of mansion/hotel add on would definitely be desirable, changing up the terrain type, scenery and tactics consequently.

Offline Mattn

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Re: Hedge Maze
« Reply #2 on: January 23, 2008, 08:17:03 am »
if you are using 2.3 or trunk for map testing, you can also use the new material system to make the map less homogenous. you can e.g define a terrain that would blend several textures into each other. if you have questions about it, feel free to ask.

Offline Mattn

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Re: Hedge Maze
« Reply #3 on: January 23, 2008, 08:35:57 am »
i've just wrote a small manual to the material system: http://ufoai.ninex.info/wiki/index.php/Mapping/Materialsystem