Commented 18 years ago2006-05-06 13:38:23 UTC
in vault item: TWV_scoutzknivezComment #11688
This map is not THAT bad. I've never seen the original scoutknivez, so I won't comment on how good a remake it is. Things that are wrong with the map (some have been mentioned already): -Lighting doesn't match with the skybox. Change the light_enviroment or change the sky. -The ground is absolutely flat. Some terrain variaton would be good, just like you did with the small rock wall. -Light fixtures are too big. Even the glow sprites show how big they are in comparison. -Point lights are not good looking. Lighting looks too uniform. -Stairs are too steep. With the scale you used, each step is about 40 cm (16 inches) high! -There isn't much texture variation. If you are going to use a theme with very few textures (like dust and aztec) don't use those ugly brick walls -The texture you used for the window and door frames is a bad choice IMO. -You didn't visually block the places where the player meets the sky brushes. We talked about that in the thread...
Mapping should be fun for the mapper, and that's what counts. But if you expect the TWHL community to praise your work, I think making CS remakes is not a good direction. Like Captain P usually says, "looks sell your map, and gameplay keeps it being played".
Commented 18 years ago2006-05-06 12:43:36 UTC
in vault item: TWV_scoutzknivezComment #11686
yeah, totaly agree with worldcraft dude here. The guy was ( and I repeat "was" ) so proud he made a map. It's realy typcial, the pro's giving comments to the newby's. You were newby to remember. Or did you just got hammer installed and made the best map ever? aha don't think so.
Commented 18 years ago2006-05-06 07:21:02 UTC
in vault item: TWV_scoutzknivezComment #11682
aaaah cmon folks, scoutknivez isn't a original map, but it's fun gameplay. So To all who think skoutknivez sucks, it's 500 to 1. Use the steam map filter and put skoutknivez in it.... you'll see.
Commented 18 years ago2006-05-06 07:07:11 UTC
in vault item: TWV_scoutzknivezComment #11681
De_Spaceship3? A classic.. XD Hi, you shouldn't waste your time, making remakes to maps, that are already sad and ugly. Try creating something original and interesting, rather than just something the crowd wants.
Commented 18 years ago2006-05-05 02:37:24 UTC
in vault item: de_railstationComment #11656
An astonishing map..
************************
+ Architecture. Great detail throughout the map makes it really feel like a railstation. The fuel towers, the trucks, the pylons, the train cars - they all make it look and feel great. The outside and inside architecture felt very realistic too. There were some scale problems in the map, though. The main problem was the oversized trucks. They were just HUGE. That didin't look right.
+ Texturing. Now the textures and their use were superb. Great inside and outside area texturing. The trucks were textured right, although the black texture for the fuel tanks didin't fit them at all. And once I've decided to reveal your secret to low r_speeds (low gravity) - i realised, that you've nulled EVERY face, that's not visible to the player. I bet, that it took a whole lot of time. Great work
+ Layout. The layout was quite original and interesting, although you must admit, that the map is pretty huge, so you really should have added directions. I also liked the CT-friendly fence near the fuel car bombsite. That's a very interesting way of balancing the map.
+ Gameplay. I'm almost sure, that this map would play great. The layout is quite balanced, although very tricky at first (that's bad, cause most players expect a killbox without ANY layout in a custom map Another problem were the bombsites. Now the bombsite in the crate room was easily noticeable, although it took me quite awhile, till' I found the 2nd bombsite. Some chemical crates, like in the 1st bombsite would have made a connection between them and made it easier to notice.
+ Lighting. What I really liked in this map was the interesting lighting. The outside areas had a nice sunny theme, when the tunnels and inside areas were really lit, like they're supposed to. I bet, that getting the colours right took quite awhile. Again - great work.
+/- Ambience. Thee were light sounds inside, although that's not enough. You could have added some wind/passing train/industrial sounds to the map (take de_rotterdam (old 1.5 map) as an example)
*********************
Overall - an astonishing map with awesome levels of detail and perfect r_speeds everywhere. The only con would be the tricky layout, although that really goes into minority.
Things that are wrong with the map (some have been mentioned already):
-Lighting doesn't match with the skybox. Change the light_enviroment or change the sky.
-The ground is absolutely flat. Some terrain variaton would be good, just like you did with the small rock wall.
-Light fixtures are too big. Even the glow sprites show how big they are in comparison.
-Point lights are not good looking. Lighting looks too uniform.
-Stairs are too steep. With the scale you used, each step is about 40 cm (16 inches) high!
-There isn't much texture variation. If you are going to use a theme with very few textures (like dust and aztec) don't use those ugly brick walls
-The texture you used for the window and door frames is a bad choice IMO.
-You didn't visually block the places where the player meets the sky brushes. We talked about that in the thread...
Mapping should be fun for the mapper, and that's what counts. But if you expect the TWHL community to praise your work, I think making CS remakes is not a good direction. Like Captain P usually says, "looks sell your map, and gameplay keeps it being played".
I thought it was rather cool for a detailed use of trains and such. Kinda nicely done.
Hi, you shouldn't waste your time, making remakes to maps, that are already sad and ugly.
Try creating something original and interesting, rather than just something the crowd wants.
..
Does De_spaceship3 bring any memories The Hunter?
He at least had to learn how to make lights in order to not use the properly...
Its all just so great like the textureing, the brushwork, the lighting, placement of prefabs. WOW!
I wish there were higher ratings because this would be up there.
This is a mapping site more than a CS map dump, so you might consider making some nice improvements to it from what you've learned at this site.
That said, I've logged tons of hours on this sort of map, becuase it IS lots of fun.
WHY THE HELL DID YOU USE POINTLIGHTS?
that is all
5 stars all the way...excelent...
5 Stars
5 Stars.
I bet it took a whole lot of time to rotate, shear & cut the pipes (hollow even!)
Great work
This map is clearly 5 stars.
This map is clearly 5 stars.
************************
+ Architecture. Great detail throughout the map makes it really feel like a railstation. The fuel towers, the trucks, the pylons, the train cars - they all make it look and feel great. The outside and inside architecture felt very realistic too. There were some scale problems in the map, though. The main problem was the oversized trucks. They were just HUGE. That didin't look right.
+ Texturing. Now the textures and their use were superb. Great inside and outside area texturing. The trucks were textured right, although the black texture for the fuel tanks didin't fit them at all. And once I've decided to reveal your secret to low r_speeds (low gravity) - i realised, that you've nulled EVERY face, that's not visible to the player. I bet, that it took a whole lot of time. Great work
+ Layout. The layout was quite original and interesting, although you must admit, that the map is pretty huge, so you really should have added directions. I also liked the CT-friendly fence near the fuel car bombsite. That's a very interesting way of balancing the map.
+ Gameplay. I'm almost sure, that this map would play great. The layout is quite balanced, although very tricky at first (that's bad, cause most players expect a killbox without ANY layout in a custom map Another problem were the bombsites. Now the bombsite in the crate room was easily noticeable, although it took me quite awhile, till' I found the 2nd bombsite. Some chemical crates, like in the 1st bombsite would have made a connection between them and made it easier to notice.
+ Lighting. What I really liked in this map was the interesting lighting. The outside areas had a nice sunny theme, when the tunnels and inside areas were really lit, like they're supposed to. I bet, that getting the colours right took quite awhile. Again - great work.
+/- Ambience. Thee were light sounds inside, although that's not enough. You could have added some wind/passing train/industrial sounds to the map (take de_rotterdam (old 1.5 map) as an example)
*********************
Overall - an astonishing map with awesome levels of detail and perfect r_speeds everywhere. The only con would be the tricky layout, although that really goes into minority.
Awesome work. 5* - without any doubt.
We all know that cube maps are not treated as map
"Still a mildly interesting idea to possibly increase your skills, determining where another player is just by sound."
Add echo, and then it will be imposseble to tell where your enemies are, but you might kill your own people.
FF off