Commented 20 years ago2004-06-23 15:47:08 UTC
in vault item: de_clifferyComment #2461
Ran it. Interesting collection of HL tricks. Should be used as a sample of what can be done. Other uses would be FY MAP. Don't much like the leaking wall of water. Good collection of interesting stuff for FY map. Too small for DE in my opinion. 2.5 out of 5. good C+ or B-
Commented 20 years ago2004-06-23 15:31:26 UTC
in vault item: de_dust_wireplayComment #2460
Wireplay are a U.K. GSP (game service provider). Check out www.wireplay.co.uk for more info
Anyway, back to the map. Yeah that pillar was a total pain in the arse, I was thinking of replacing it altogether. The texture allignment is just laziness on my part. But having checked some of the most popular maps (dust,dust2,aztec) there are instances of texture misalighnment, just nobody notices (too busy playing I guess!)
Commented 20 years ago2004-06-23 14:13:55 UTC
in vault item: PeepholeComment #2457
texlighting is better. it is lazier cos u dont hav 2 mak a light ent with all ur light brushes, and texlights have the colour settings built in so you dont ahve to change them on every neww ent. trust me, its better.
Commented 20 years ago2004-06-23 09:37:34 UTC
in vault item: de_dust_wireplayComment #2453
Reminds me of de_dust... although your map has a less coherent style it looks good in most area's. Some nice architectural details (the fountain) but also some not-so convinving things (the long pillar before bombspot A). Textures are nice although I think the sand color doesn't really fit. Anyways, looks quite well besides some small things like wrongly aligned brushes (the fountain basement for example). All in all, very promising...
Too bad I don't play CS so I can't say a lot about the gameplay or layout, besides that I think the layout is decent.
Commented 20 years ago2004-06-22 22:43:48 UTC
in vault item: OutdoorsComment #2450
The basic idea is good, but the texturing and brushwork is horrible. The rocks look really bad, and there are no weapons or anything. This might be semi-tolerable as a first map, but it's just blah.
With good looking rocks and redone texturing with better "rooms," this might be good. Plus it needs more objects. Reminds me of another Kill Box
Commented 20 years ago2004-06-22 12:57:28 UTC
in vault item: cs_biggreyboxComment #2446
OK, didn't have time to run with rad and vis. I dont think there is a leak. I have moved this map to uncompleted. I don't work on it anymore due to fundamental size and layout problems when I started it. Here it is just for you viewing please. Later, ALL MUTED.
Commented 20 years ago2004-06-22 03:10:24 UTC
in vault item: ka_sinkholeComment #2439
Looks very cool. I like the very natural feel of it and the rocks shape fits well. Textures suit the map and so does the lighting. And I like how you placed the grenade...
The disadvantage of such terrain however is that movement is blocked now and then. Too bad as it's a good-looking map. Oh, and one other thing: when you place a lot of masked layers (in this case the leafs of the trees) behind each other, fps halves (depending on the amount of layers that overlap each other).
I've just taken a look at your previous maps and wow, you really improve...
Commented 20 years ago2004-06-22 03:08:17 UTC
in vault item: motion_pictureComment #2438
ZHLT.wad comes with Zoner's tools, which you should have if you map. Cstrike can be downloaded at wadfather I think (check the last page) and comes with Cstrike, and if you don't have halflife.wad, you don't have halflife!
Commented 20 years ago2004-06-22 00:25:13 UTC
in vault item: he_dagreatwall_beta4Comment #2434
then look for the leak.... yes. textures need aligning and by world brushes. he means that you should simply block the view from the high r_speed area. make less of the map visible with some carefully placed decoration. nice looking for a first map. how are you intending to use the nades? continuos spawning? or just a set amount of nades?
Commented 20 years ago2004-06-22 00:20:11 UTC
in vault item: cs_biggreyboxComment #2432
you can't have role reversal in cs. it's simply not possible. you could however have an es_ map with 1 t locked away in a place reachable only by the t's that they have to break him out from and then escape. or do the same thing but with a vip. but try and stick to cs de and as maps when you first start. as making a good standard map is harder than you think.
Commented 20 years ago2004-06-21 16:03:12 UTC
in vault item: PeepholeComment #2427
its a good idea which could lead to some great things. just one thing off topic i noticed is that you dont use texlights. theres probably a tut somewhere. still, nice concept.alot like that thing in cz...
Commented 20 years ago2004-06-21 01:10:42 UTC
in vault item: Sector C DormitoryComment #2426
I like detail in maps, unfortunately it ups the r_speeds a lot, but it gives a better feel to the map. I was reading the article on VERC about detail vs design, and I usually put detail first, if it gets too complex I'll hint it off, as in this map, or I'll changelevel.
And rate my level, people! I want to see what your opinion on it is!
Commented 20 years ago2004-06-20 11:09:27 UTC
in vault item: de_clifferyComment #2420
It seems you haven't run vis... also, there was some face-splitting in the map. And it looks like you used lights outside instead of a light_environment. So far for the technical parts...
The lighting looks reasonable, texture usage and alignment isn't very well done, and the map is quite small and allows very little variety in paths to go. I'd say, take a look at some popular CS maps and you'll be able to improve a lot. Keep it up!
Commented 20 years ago2004-06-20 03:57:28 UTC
in vault item: he_dagreatwall_beta4Comment #2418
I thought you had a leak?
Lift: Not sure. Maybe make it very slightly smaller? This might be a bug in CS as it happens with the big doors in cs_office sometimes.
r_speeds: Make it smaller, or put world brushes (not entity brushes) in the way to block visibility. If you're really adventurous, read the r_speeds tutorial, under "Advanced"
Looks a pretty decent first map, but I must caution you that first maps may be taken down in writing and used in evidence against you. You may think it's amazing. That's great - but a lot of other people'll criticise it a lot. Make lots of maps, mess around, practise a lot and THEN make a masterpiece that'll get you worshipped.
Commented 20 years ago2004-06-20 03:55:06 UTC
in vault item: aim_ak_colt-iceyComment #2417
well i dled this thing and gave it some random texture all around and i dont see what your talking about. r_speeds are surpising low (300-600)for such a large map. maybe you could lower the ceiling or scale everything down a bit. you could craft the sky around the tower and that might help a little.
Commented 20 years ago2004-06-20 03:46:28 UTC
in vault item: aim_ak_colt-iceyComment #2416
My guess is the massive amount of visible space in the map is keeping your fps from becoming realistic. Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.
Anyway, back to the map. Yeah that pillar was a total pain in the arse, I was thinking of replacing it altogether. The texture allignment is just laziness on my part. But having checked some of the most popular maps (dust,dust2,aztec) there are instances of texture misalighnment, just nobody notices (too busy playing I guess!)
Thanks for the comments guys, keep 'em coming
Too bad I don't play CS so I can't say a lot about the gameplay or layout, besides that I think the layout is decent.
With good looking rocks and redone texturing with better "rooms," this might be good. Plus it needs more objects. Reminds me of another Kill Box
It's called a periscope
The disadvantage of such terrain however is that movement is blocked now and then. Too bad as it's a good-looking map. Oh, and one other thing: when you place a lot of masked layers (in this case the leafs of the trees) behind each other, fps halves (depending on the amount of layers that overlap each other).
I've just taken a look at your previous maps and wow, you really improve...
It is a pretty cool concept, though. Nice work!
As for the map, judging from the screenshot I see it's total-bright... You'd better fix that before releasing a map.
yes. textures need aligning and by world brushes. he means that you should simply block the view from the high r_speed area. make less of the map visible with some carefully placed decoration.
nice looking for a first map. how are you intending to use the nades? continuos spawning? or just a set amount of nades?
And rate my level, people! I want to see what your opinion on it is!
The lighting looks reasonable, texture usage and alignment isn't very well done, and the map is quite small and allows very little variety in paths to go. I'd say, take a look at some popular CS maps and you'll be able to improve a lot. Keep it up!
Lift: Not sure. Maybe make it very slightly smaller? This might be a bug in CS as it happens with the big doors in cs_office sometimes.
r_speeds: Make it smaller, or put world brushes (not entity brushes) in the way to block visibility. If you're really adventurous, read the r_speeds tutorial, under "Advanced"
Looks a pretty decent first map, but I must caution you that first maps may be taken down in writing and used in evidence against you. You may think it's amazing. That's great - but a lot of other people'll criticise it a lot. Make lots of maps, mess around, practise a lot and THEN make a masterpiece that'll get you worshipped.
Your players can see a lot of ground... actually from an engine point of view, the whole map is visible.