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Temple.

TheKabom

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Joined
Sep 21, 2013
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Hello there. This will be my first "show off"
Please give me suggestions on how to create a better temple.
What can i do better?
What should i do to get better?
What do you think is bad- and why?

Second pic:
300y0sg.png


2e2m0p2.png
 
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this is big temple need to be smaller you should put some deco for it
but it's looks good ;)
 
There's 0 details dude, check some other mapping threads and learn about details :)
 
Just about all of it is bad. How long did it take? 30 seconds? ._.

oviously since i'm new to mapping and unfortunately not a pro like you it took me about 10 mins.


There's 0 details dude, check some other mapping threads and learn about details :)
The goal with this piece was to see what i should improve. I coudn't care less about mapping.. Just wanted to try out something different besides pvping on ots.
 
oviously since i'm new to mapping and unfortunately not a pro like you it took me about 10 mins.



The goal with this piece was to see what i should improve. I coudn't care less about mapping.. Just wanted to try out something different besides pvping on ots.
Well, you wanted opinions and i gave you one.
 
I thought it was supposed to be a temple. Why is there a depot right there? Also, that wall mixing is pretty bad.
 
Is this one any better ?

300y0sg.png

Hey :) It's cool that you're giving mapping a go! I'll go ahead and give you some pointers on what I feel could be improved.

The first thing that struck me is the size of your building. It's enormous! If you can't think of ways to make use of the interior space, chance are scaling it down a notch is the better option. In this particular case, I'd probably cut off between 2 and 4 SQM both horizontally and vertically. Furthermore, the colour scheme is a tad too simplistic; there's a whole lot of gray colour, but really nothing to contrast it. As it is now, the main thing drawing attention in the screenshot is your tiled floor, and the floor being the center of attention is seldom a good thing. The main focus should lie at the more important parts of the screenshot. In this case, that would be the depot lockers, the teleports, the staircase and also the entrance(s) to the building. Speaking of entrances, your southern one is very wide. There's not really any need for an entrance of that width, and I'd recommend you to also scale that down.

To sum it up, here are the general ideas you should keep in mind for the next revamp/new piece:

Always keep purpose in mind. (Doesn't have to be functional. For instance, beautiful scenery also serves a purpose)
Be wary of colour combinations and how these will determine what areas of your map will stick out most to players.
Try not to make things too big.
 
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that floor is crazy
In a good or a bad way?
Hey :) It's cool that you're giving mapping a go! I'll go ahead and give you some pointers on what I feel could be improved.

The first thing that struck me is the size of your building. It's enormous! If you can't think of ways to make use of the interior space, chance are scaling it down a notch is the better option. In this particular case, I'd probably cut off between 2 and 4 SQM both horizontally and vertically. Furthermore, the colour scheme is a tad too simplistic; there's a whole lot of gray colour, but really nothing to contrast it. As it is now, the main thing drawing attention in the screenshot is your tiled floor, and the floor being the center of attention is seldom a good thing. The main focus should lie at the more important parts of the screenshot. In this case, that would be the depot lockers, the teleports, the staircase and also the entrance(s) to the building. Speaking of entrances, your southern one is very wide. There's not really any need for an entrance of that width, and I'd recommend you to also scale that down.

To sum it up, here are the general ideas you should keep in mind for the next revamp/new piece:

Always keep purpose in mind. (Doesn't have to be functional. For instance, beautiful scenery also serves a purpose)
Be wary of colour combinations and how these will determine what areas of your map will stick out most to players.
Try not to make things too big.

Thank you.
 
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