**UPDATED**-Now uses custom textlights instead of icky point based lights.. (some lights remain point based.. for a reason)
If you are planning on downloading any of my maps, please let me suggest this one...
With a constant criticizing eye watching over me making this map, bugs and errors were quickly flattened out.
The setting is on board a Ship which is dead in space.
The map is very big, but as far as i can tell, its not too laggy. Almost all of the textures are by me. All of the custom ones are, but i used a few official ones for trims, etc.
The map is very interactive with a range of buttons to press, each bringing an idea from an official valve map into a futuristic setting.
For example a button that turns off a force field releasing snarks
I spent absolutely AGES on the entity work, and i would REALLY like to know if it paid off... I beleive there are over 11 multi managers, and many times that number in entities...
I guess i'll just finish with something meaningful.
"What I'm trying to say is that something about your map came through the bad techniques. Some semblance of the Idea you had for this map came through nicely.
Now that you know a lot more about mapping, you should redo this sucker, proper-like."
-rowleybob, on a comment for de_spaceship3... my first submitted map...
Well, you can picture this as the idea without the bad mapping techniques.. I have always wanted a spaceship themed map, and now i have made one which i am truley happy with.
---Shuttlecraft from V used with MuzzleFlash's permission---
Architecturally speaking, some places are very interesting (especially the pathways with window-walls on both sides) but others are not. A few hallways seemed to long and needed detail. I noclipped to see what was wrong, and think you should have made those corner-halls much shorter, and the map more compact.
The other thing I didnt like was lighting. Dont get me wrong: the colors and brightness levels are very good and suiting, but you should stop using pointlights for lights that are not going to change. Point lights make an unrealistic circle of light in the surrounding walls, ceiling and floor which is more obvious with your custom textures. I really think you should fix that, and other people will probably agree.
Anyway, your maps are now much better than the first ones I saw when I came to this site!
er, about the lighting.. i dont know how to make my custom textures textlights..
but did you have to put the egon in
i liked the space ship found one of your uber secret spots liked the blue flashing func wall floors looked cool a simple map that i can see being fun with areas to escape or room to run
but what I did'nt like was there were certain rooms that were dead ends. You should always make everything loop and flow or have two escapes from each room i didnt mind the lighting especially in the hall thats starts dark and light up as you get to the pipe room with the deadly reservoirs.
The bubbly sound was a bit cheesy, for a spaceship.I just didnt get the feeling i was on a spaceship felt more of a moon base chemistry room lol
i still am a fan of this and we will e putting up on server as soon as my admin gets home lol s o i rate 4 stars
^___________________^
This needs a serious playtest on my server!
Good map.
Brilliant, 5 stars.
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+ Architecture. It was quite simple, although I liked it. The shutle was nice too. I also liked the room with the pools of slime and the force fields.
Although some rooms were too plain, like the room behind the 2 chargers in the slime room.
+ Ambience. Good ambience overall, lots of sounds, it all sounded well..
+ Layout. Really classic, pretty big, not too confusing, although I needed some time to get it all right.
+ Gameplay. Weapon placement was great, enough ammo, enough weapons. I also liked the trap - pretty original. Since the layout is good, the gameplay should be good too.
+ Lighting. Not too plain, some colour changes in the rooms. Twas really good for a spaceship.
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+/- Texturing. The custom textures were good, although some of them were just too toon-style..
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Overall - great map. Nothing more to add.
+Excellent Custom textures and animated textures, all nicely crafted/placed.
+Excellent doodads and props--death chamber, snark machine--pwn!
+Excellent/interesting layout, relief, nice!
+Excellent/interesting brushwork and detail work
+Lighting is nice enough, albeit some questionable shadows, but no biggie.
+Excellent Ambients!
+Long Danrk hallway Looks superb!
+Muzzie's ship fits in the setting perfectly
-Perhaps a bit big, and the layout is slightly confusing, but not a huge detail.
-Broken glass by slime room could be better imo, too uniform looking.
This map is proof you're really coming into your own, and with this map you've crossed over into the coveted realm of premiere mappers!
Superb work.
5 Stars
<hugs entire member population of TWHL in one, suffocating many innocent people>
I didn't liked this map. I didn't liked it at all.
Mainly because of the crappy lightning, this map is just to fucking dark at some places. I thought some textures looked to toony and some textures didn't match with each other. I liked those chargers by the way, they looked fucking sexy!
The architecture was rather basic, but it did the trick. Nice shit!
Ambience was nice aswell.
The traps were rather nice, I would like to see how the gameplay would be with them.
I really didn't thought it was a space ship without the lil' space plane btw!
I'm doubting between 3 and 4 stars. I'll be nice and give it a 4.
I really don't think this map deserves 5 stars.
5 stars are for brilliant and excellent maps, this is far from that.
Best of the lot...I think I see a friend who has actually gotten better at mapping than I.
If you wanna make custom textures textlights, just open up your lights.rad file, and add "texturename r g b brightness" to the bottom. Just keep in mind that for textlights, you have to set the brightness much higher than that for a point light.
"***UPDATED***
-Now uses custom textlights instead of icky point based lights.. (some lights remain point based.. for a reason)"
Well I don't know cause I never tried it : <
The layout was wonderful. The use of force field floors, computers, and the hangar showed quite clearly that this was a gigantic spaceship, not just a series of hallways. The map is as original as some of the Unreal Tournament maps, and as futuristic and detailed as some of the Halo maps.
Usable objects (buttons, chargers) were well placed. I'm glad you used custom textures for these because the usual HL chargers would have looked completely out of place in the environment you created. The unusual elements, like the force fields and hazardous materials tanks, were extremely well executed.
I would have liked to see a little more of the outside of the ship. For example, a window that looks out on part of the hull. There weren't enough windows on all sides, so I couldn't tell if the ship was actually floating in space.
Game play should be awesome. I haven't yet had the chance to do anything except explore, but I can't wait to put this on at a LAN party.
thanks
V3 is on the chalkboard
Does anyone else know what that room is for? Don't worry, I'm not going to spoil it.
Hunter, I would suggest that V3 should have some ammo in that room.
Also, I think the mass execution button needs to be a little more obvious, like the one in crossfire.