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July 19, 2019, 05:11:23 AM
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Author Topic: Remaster: Sandtrap HD 2019  (Read 124 times)

Posts: 40

« on: July 11, 2019, 05:27:49 PM »

Just as the title says. Remaster of the infamous sandtrap by GoldBond. My main focus was to give the map a fresh modern look.

Click here to download(GDrive)

* sandtrap_hd_b1_1.jpg (295.33 KB, 1280x720 - viewed 60 times.)

* sandtrap_1.jpg (228.61 KB, 1280x720 - viewed 62 times.)

* sandtrap_hd_b1_2.jpg (304.29 KB, 1280x720 - viewed 61 times.)

* sandtrap_2.jpg (252.6 KB, 1280x720 - viewed 61 times.)

* sandtrap_hd_b1_3.jpg (298.68 KB, 1280x720 - viewed 61 times.)

* sandtrap_3.jpg (272.96 KB, 1280x720 - viewed 61 times.)

* sandtrap_hd_b1_4.jpg (74.95 KB, 1280x720 - viewed 59 times.)

* sandtrap_4.jpg (52.17 KB, 1280x720 - viewed 58 times.)
« Last Edit: July 12, 2019, 03:44:27 AM by 3lf » Logged

Posts: 18649

« Reply #1 on: Yesterday at 03:59:18 AM »

Definitely an improvement, and it's going in a good direction, but I have a few suggestions:

1) I've always wanted a second path that crossed through the middle so it's not just a single path chokepoint.  Maybe something like a figure 8 would be cool (red path).  Could also make the path connect to the area under the bunkers (blue).  Could possibly be DSM paths so 1v1 it just has the single path.
2) Terrain is improved, but the walls are still boxy.  Would be good to make them look more organic.
3) Colored wood plank textures in windows are not aligned (side note: I really need to make some non-plank colored wood textures).
4) Should raise the sky so you don't hit your head on it in the middle.  That was always awkward in the original.  Would be nice to improve it.
5) Flag is too easy to defend in the original sandtrap, and this doesn't change that.  Might be good to add another path around the side (yellow) if you want to keep the center chokepoint.  There's really a number of ways you could go with this.  Crossing path in the middle could just be a slight side route that connects under the forts, or even closer to the middle, like right behind the boxes.  Could also have all the paths I sketched converge into a major alternative path.
6) Sand in the red base has a section that dosen't phong shade properly (circled), but that might just be a bug in arghrad that you can't do anything about.
7) Your map name/message is cut off.  I think it's limited to 64 characters.

* strap_hd_suggestions.jpg (140.12 KB, 1280x720 - viewed 20 times.)
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