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My Stupid Comic
As with all beginnings, you're dreaming too big.
As with all beginnings, you're dreaming too big. I'd recommend breaking your plan down into 3 sections, and then breaking those three into three again. THEN start one one of the small sections and get it how you want gameplay wise. Forget the looks at this stage, then move onto the next section until you have a gameplay complete map. Then test it, test it get feedback, make some changes and test it some more. Once feedback is leaning more on the possitive side, do some more tweaks and then start to think about how your map will look. IF you want to make something pretty, go for it, take one of those 9 sections and make it sexy as hell, at least this way you'll be able to make it look good in one area so it's easier to sell your idea/map to others
So damn true, i dreamed too big. So in the end i made my first map small and simple looking, got feedback but didn't use it since i felt like doing more as in make more different maps, then made more maps and more maps and more maps then have not uploaded any till i think it's 100% polished and ready to go! I recommend aswell start with a small map before you start to advance into the big ones, as i said i started with small box maps or small castles then worked on making it look lovely, once it looked nice i had to test it out many times to see if the gameplay will fit good, spawns all good, sounds working and everythings working perfectly. but if you know what you're doing with the map i say go for it then post your progress here so we can give feedback and see how you can improve.
Should add a pathway in the middle like Pinegrove is, with displacements on the ground instead of just a flat surface to give it a more strong forest feel to it. A waterfall or river nearby since they are common in forests and would fit nicely.
Looks nice, but i feel it's to big? remember to keep in mind of the player distances aswell since making a player run to long to reach its target is bad stuff.
I recommend adding pathways, trees, wagons, training dummies, list goes on. Do all you can to fill up giant spaces like you have in the picture, maybe make some buildings accessable and add the picks up (ammo,health,armour) inside so it splits up gameplay abit, by that i mean doesn't require fighting always outside but both ways. Also a thunder storm now and then would be great, every 20-30s a lightning strike should come in, obviously just for background not hurting the players.
Change up the skybox aswell, i recommend testing it, so change up the theme to it, dark/night i feel this map would be pretty cool in if done properly that is.
As for the Forest, add some displacements, rocks, pathways, bugs, a camp somewhere, broken trees in some areas, tree stumps anything.
Map looks good so far, use my feedback and keep at it!
However, the plan to implement the map without 3d skybox
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
This looks rather nice! I'll just say that you will probably have to make concessions towards the pvkii gameplay. This village is very open and ranged classes will have an easy time shooting the others. Plan ahead for some cover and you got some nice map going.
- The map has very bad FPS lag which makes it difficult to even explore most of the map - The lighting is way to bright, the skybox is even so bright it hurts my eyes you need to definitely change that - No pick ups at all - The design is very very nice, i'm not really a fan of the re-made Pinegrove Knights church/buildings aswell since i always like to see new stuff, don't really consider copying Pinegrove as something new but it looks decent atleast - The lighting definately needs more work as it makes alot of the buildings very bright which makes it look ugly - I feel like The Vikings need a more creative/protective spawn rather than just spawning in the forest with trees, they need a base or even a campfire atleast, anything that protects them since you can walk into their spawn as a pirate and just spawn kill - Map still doesn't have enough cover, i don't consider trees to be very good cover due to how small they cover you - Both Vikings and Pirates need a spawn protection/base that makes it so players are unable to spawn kill - 3D skybox doesn't line up properly - You copy and pasted way to many trees which is probably why the map is very laggy - You have alot of fish stuck under the map To be honest the map feels very rushed and i really don't like to see that, you need to take your time when it comes to making a map since most of the problems i pointed out here can be easily fixed. I understand you want your maps to be in the game but you need to take your time to fix everything, make sure it's all perfect and polished. That's why you should start simple then move up big, once you're in the small zone you can pay attention to the layout of the map easier, then the player spawns, then the skybox etc depends on how you do it. I felt like your map ports aswell were rushed aswell as pvk_grogboat had very very bad cubemap problems to the point the character models were entirely pink and also the footstep sounds were all concrete making it feel not so good. Even your pvk_highground map had bad FPS at times and felt like it wasn't ported properly aswell. I'm not trying to pick on you at all keep in mind, i'm pointing out your mistakes cause i want you to learn from them. You need to take your time on your maps, you're not being forced to do it aswell it's your choice to do the maps and you can take as long as you want to do them, you also need to try play testing the map alot not just once but alot to make sure the experience you have in your map will be the same as what we will be receiving. If you need help you got Youtube Tutorials and Valve Tutorials to help out or even the PVKII Community to help, so please keep this in mind.
The building architecture looks pretty good with the columns and windows extruding from the roof. Nice touch with the smoke coming from the chimney.
Again, you asked me for permission to use the PG assets and I said no, but feel free to use the models in your own way with custom brush work