Commented 17 years ago2007-05-21 17:39:31 UTC
in vault item: de_barrenComment #14956
I think the map is alright... it's a bit wide open though. I would recommend adding more obstacles next time. I like the giant pit in the middle of the map
the maps architecture isnt the best and the water looks very fake and many rooms are too squarish and plain but it seems like it would be a fun mp map because of so many controlable things. Also that double sewage waterfall thing was kewl.
Commented 17 years ago2007-05-19 09:42:07 UTC
in vault item: de_hkmtr2Comment #14944
This concept has a lot of potential, but technically this map suffers in almost every department. -Some squashed textures, small textures tiled over big surfaces... -Use of bright point lights instead of texlights, strange shadows... -Brush alignment problems, lots of undetailed elements... -And of course, layout. Look at this picture, and you will see that the colored area is too big and adds little interest to the map. http://img294.imageshack.us/img294/9329/hkmtrxa7.jpg
Commented 17 years ago2007-05-19 05:50:51 UTC
in vault item: de_barrenComment #14940
After taking a look around, not only do my initial points still stand, but I could add many others. I don't recall saying anything stupid before, btw.
-The map is bigger than I tought, and throught the whole area, the sand is completely flat (I'm not counting the inclination of the areas, I'm talking about small variations to make it actually look like terrain). -Lighting looks no better than it did in the many screenshots I had seen. -Layout might work, but the map is so empty that many people wouldn't play plast 3 three rounds. There seems to be some kind of symetry in certain areas, which takes away half the interest of many areas. -It's OK if you go for walls that have the same height, but It has to show you did so on purpose. The dust theme has more variation and many different buildings here and there. -If you go for the aztec theme, it won't change much, since the problem is in the map's simplicty. I said it before. You can still do a great map with a limited palette if you work hard enough. A map with simple architecture, simple lighting, simple layout and simple palette will never be an indication of effort We're not discouraging you, since we give you tips on what doesn't work. A personal recommendation would be to avoid the cliched Cstrike minimal maps, since they are kind of hated in TWHL...
Commented 17 years ago2007-05-19 05:45:52 UTC
in vault item: de_barrenComment #14939
So stop trying to pretend that you're some kind of mapping legend. Accept that you need help and/or lots of practise with your mapping, and concentrate on that rather than thinking "OMG These losers don't like my first CS map, they must be n00bs!"
Commented 17 years ago2007-05-19 05:30:55 UTC
in vault item: de_barrenComment #14937
2 days work is not "a lot of effort" -- even if you spent all 48 hours doing it (which I doubt you did)
The last map I completed took me two months. And that was one part of a larger project, which in total took me the best part of 7 months. That's putting effort into a map.
And anyway - maps aren't rated on how hard you tried. They're rated on how good they actually are.
And I hate being mean, but you irritate me. Your maps are terrible, but you mouth off like you're some kind of expert. I predict it will be a looooooooong time before you make anything that is even mildly average.
Commented 17 years ago2007-05-19 04:32:27 UTC
in vault item: DaybreakComment #14936
I could've sworn I already commented more on this, and now it's disappeared. Hmm.
Anyway - nice outdoor area. I built the cubemaps no problem, so I'm not sure what problem you had. I can try to upload it later (I'm at work again right now) - assuming this message doesn't disappear too.....heh
Commented 17 years ago2007-05-18 15:33:10 UTC
in vault item: de_barrenComment #14929
-It's hard to guess where the sunlight is coming from. -If it's for CS, it could use the de_dust sky instead of the New Mexico desert. -Some of the arches look unnatural for the material.
I don't really know if you should consider it a complete map. There are still tons of things you could do with the dust theme. There are so many maps with de_dust textures, that it takes a lot to make one special. I don't know if people appreciate maps with this theme. I certainly don't after so many years...
Commented 17 years ago2007-05-18 04:24:57 UTC
in vault item: de_C5000merchantComment #14926
Ok. I've finally downloaded.. I'll do a full review when my exams are done with. (today actually. hoorah!)
Oh, and I know I shouldnt bring it back up, but Ghetto, you're in the range of 8 to 11 years old. Your old avatar, that was deleted under the grounds of resembling child pr0n, proves that.
Commented 17 years ago2007-05-17 16:20:51 UTC
in vault item: de_C5000merchantComment #14920
Thanks Playbus! It's the first one I've been happy enough with to submit. Pretty much all the stats are bumping up to maximum, so the cargo railings had to be compiled non-solid (it was max clip-noding). I've even added clipping almost everywhere (not just under/over tables!) to simplify the clip nodes. Was very frustrating. Get the sky box though - Mr Fisher's nebula looks cool! Thanks again!
Commented 17 years ago2007-05-17 13:32:50 UTC
in vault item: Core_Xplosion v2Comment #14917
- Very poor brushwork.
- Poor texturing
- Poor lighting
- Small, and not in a good way. Uninteresting layout.
- Laggy. For a map this small, it's really bad. This is mostly because of your inefficient brushwork. You've tried to make nice indentations in the floor, but it's done all wrong. For example, the r_speeds are 900-1200 while looking straight down at just one tile of the floor where you've done this. And you've also just made one pattern, and copied and pasted it several times. This could easily be OK, in a large map, but in such confined spaces its boring to see the same obvious pattern in the floor every 5 seconds.
I really struggled to find anything nice to say about this map - but I always try (these days) to say at least one thing positive about any map.
But all I could come up with, is that this map is slightly better than the very first thing I ever made the first time I ever opened Hammer - which no-one is ever going to see.
Practise. A lot. And do some reading on how to make your brushwork not make the engine cry in horror. There's some tutorials on this site, and also in many other places on the good old intarweb.
Commented 17 years ago2007-05-17 13:03:26 UTC
in vault item: de_C5000merchantComment #14916
Very good.
The most original old-CS map I've seen in awhile. Some great ideas. I especially liked the shuttle and the switches to lock down different areas of the map.
Although this map is quite confusing at first, I'd imagine that once a group gets to know it well, that it would make for a great game indeed.
I didn't have the space skybox texture, so that looked a bit odd because the default Half Life one showed up instead. If the custom skybox was there, it would have been even more awesome. But as it was, I just pretended it was there, based on what your screenshot above shows
The brushwork is fine, not legendary, but pretty interesting in places. The texturing is pretty good too. The r_speeds are a bit high in places but that's not really much of a criticism these days.
I noticed that when you crouch in the shuttle when it is moving, the shuttle stops moving. I thought this could perhaps be both a good or a bad thing while playing for real -- I'm not sure.
It seems a bit odd in places that you can pass right through some of the iron girders around the sides, but I can understand how it would have been hard to make them solid effectively.
It's not perfect - but it's very good. So I give it - 4 stars.
Commented 17 years ago2007-05-17 11:35:29 UTC
in vault item: de_C5000merchantComment #14915
3 stars?! Why I oughta.... (kidding). If you know where to go, you can get to the bomb sites very quickly. You know the shuttle can move, right? Press 'E' in the cockpit. That's not the point though. It's a boarding action where the CTs have time to deploy to defend their ship. There's a holographic security scanner in the power room where they can see which rooms are occupied too. It's intended as an all-out gun-fight, not a smash and grab. And lengthen your server's round time - 2 minutes leaves no time to enjoy a decent fight! As for making something smaller and 'cooler'.... I'll hold my tongue.
Some pro-players play on 640x480, they say it improves aiming.
it looks like 640 x 480 to me..
Also, it looks fullbright from the screenshot, but i may be mistaken,
Kasperg makes a lot of his maps in less than a week, and they look great.
However, it is massively better than anything else I've seen you post so far. And you said that you made this a year ago? What's going on there then?
I think I'll give this map three stars. It might actually be fun to play, and doesn't even look too bad.
That said, it could still be a LOT better.
please do not be against my will. i made the map so i tell if its as i want it to be or if its not.
u could say its unfinished if there isnt a ct spawn or t spawn or a buy zone but there is. so please dont be against my will.
Thank you. have a very good day.
-Some squashed textures, small textures tiled over big surfaces...
-Use of bright point lights instead of texlights, strange shadows...
-Brush alignment problems, lots of undetailed elements...
-And of course, layout. Look at this picture, and you will see that the colored area is too big and adds little interest to the map.
http://img294.imageshack.us/img294/9329/hkmtrxa7.jpg
You fixed the sky.
But there are tons of other things you could improve.
Also, i've been working on my mod Uplink Extended for roughly 6-8 months, and it only has 5 maps. Thats what i call effort.
-The map is bigger than I tought, and throught the whole area, the sand is completely flat (I'm not counting the inclination of the areas, I'm talking about small variations to make it actually look like terrain).
-Lighting looks no better than it did in the many screenshots I had seen.
-Layout might work, but the map is so empty that many people wouldn't play plast 3 three rounds. There seems to be some kind of symetry in certain areas, which takes away half the interest of many areas.
-It's OK if you go for walls that have the same height, but It has to show you did so on purpose. The dust theme has more variation and many different buildings here and there.
-If you go for the aztec theme, it won't change much, since the problem is in the map's simplicty. I said it before. You can still do a great map with a limited palette if you work hard enough. A map with simple architecture, simple lighting, simple layout and simple palette will never be an indication of effort
We're not discouraging you, since we give you tips on what doesn't work. A personal recommendation would be to avoid the cliched Cstrike minimal maps, since they are kind of hated in TWHL...
You'll get a lot further that way, believe me.
The last map I completed took me two months. And that was one part of a larger project, which in total took me the best part of 7 months. That's putting effort into a map.
And anyway - maps aren't rated on how hard you tried. They're rated on how good they actually are.
And I hate being mean, but you irritate me. Your maps are terrible, but you mouth off like you're some kind of expert. I predict it will be a looooooooong time before you make anything that is even mildly average.
Anyway - nice outdoor area. I built the cubemaps no problem, so I'm not sure what problem you had. I can try to upload it later (I'm at work again right now) - assuming this message doesn't disappear too.....heh
Arf.
IT DOESNT EAVEN HAS THE SKY IN THE PICTURE IF U WOULD HAVE READ WHAT I SAID U WOULD HAVE KNOWN THIS IS A IT OLD PICTURE!!!
should i re-texture it to aztec then? lol
Read Kaspergs post, all are true, there's a whole lot more you can do to make this map better. Use your imagination.
-If it's for CS, it could use the de_dust sky instead of the New Mexico desert.
-Some of the arches look unnatural for the material.
I don't really know if you should consider it a complete map. There are still tons of things you could do with the dust theme. There are so many maps with de_dust textures, that it takes a lot to make one special.
I don't know if people appreciate maps with this theme. I certainly don't after so many years...
When I get home from work (in 6 hours time) I will definately have a look.
Hunter lol, now i see how dumb u are.
as i said. the map is good but big.
it would be good in servers were players are automatically respawned but for ordinary ones, it wont be so good.
Oh, and I know I shouldnt bring it back up, but Ghetto, you're in the range of 8 to 11 years old. Your old avatar, that was deleted under the grounds of resembling child pr0n, proves that.
/writes a reminder
It's the first one I've been happy enough with to submit. Pretty much all the stats are bumping up to maximum, so the cargo railings had to be compiled non-solid (it was max clip-noding). I've even added clipping almost everywhere (not just under/over tables!) to simplify the clip nodes. Was very frustrating. Get the sky box though - Mr Fisher's nebula looks cool! Thanks again!
Veeery nice.
- Poor texturing
- Poor lighting
- Small, and not in a good way. Uninteresting layout.
- Laggy. For a map this small, it's really bad. This is mostly because of your inefficient brushwork. You've tried to make nice indentations in the floor, but it's done all wrong. For example, the r_speeds are 900-1200 while looking straight down at just one tile of the floor where you've done this. And you've also just made one pattern, and copied and pasted it several times. This could easily be OK, in a large map, but in such confined spaces its boring to see the same obvious pattern in the floor every 5 seconds.
I really struggled to find anything nice to say about this map - but I always try (these days) to say at least one thing positive about any map.
But all I could come up with, is that this map is slightly better than the very first thing I ever made the first time I ever opened Hammer -
which no-one is ever going to see.
Practise. A lot. And do some reading on how to make your brushwork not make the engine cry in horror. There's some tutorials on this site, and also in many other places on the good old intarweb.
The most original old-CS map I've seen in awhile. Some great ideas. I especially liked the shuttle and the switches to lock down different areas of the map.
Although this map is quite confusing at first, I'd imagine that once a group gets to know it well, that it would make for a great game indeed.
I didn't have the space skybox texture, so that looked a bit odd because the default Half Life one showed up instead. If the custom skybox was there, it would have been even more awesome. But as it was, I just pretended it was there, based on what your screenshot above shows
The brushwork is fine, not legendary, but pretty interesting in places. The texturing is pretty good too. The r_speeds are a bit high in places but that's not really much of a criticism these days.
I noticed that when you crouch in the shuttle when it is moving, the shuttle stops moving. I thought this could perhaps be both a good or a bad thing while playing for real -- I'm not sure.
It seems a bit odd in places that you can pass right through some of the iron girders around the sides, but I can understand how it would have been hard to make them solid effectively.
It's not perfect - but it's very good. So I give it - 4 stars.
That's not the point though. It's a boarding action where the CTs have time to deploy to defend their ship. There's a holographic security scanner in the power room where they can see which rooms are occupied too.
It's intended as an all-out gun-fight, not a smash and grab.
And lengthen your server's round time - 2 minutes leaves no time to enjoy a decent fight!
As for making something smaller and 'cooler'.... I'll hold my tongue.
any ways if u wana know how to tip over a big peace of concrete download the map.
happy? -.-
thats a sort of pilon lol
Anyway, moose has emailed me the real wads now anyway so it should work fine for me later on.