Commented 8 years ago2016-01-28 23:50:45 UTC
in vault item: ctf_thirdstreetComment #18221
Thanks a lot for the very extensive feedback. I started mapping this short after seeing "The Bladerunner" (movie) for the first time and tried to implement a bit of it's feeling. So the attempt of a cyberpunk surrounding is on purpose
I did plan to make a junction for the other side as well but stopped myself for the sake of better performance and MAYBE laziness. r_speeds of 2400w/12000e are already a realistic scenario not only on the roof but also on the street. Unfortunately many HL and AG players don't have modern PC's and are in fact complainig when you get up to 1500 wpoly Though ag players require at least 100fps at all times. You have a badass laptop it seems! The idea with the car train is cool but I wont bring it into this map, could use it in another one eventually. The map only has two very randomly placed info_player_deathmatch and the rest is ctf playerspawns (4 on each side) as it is right now
Commented 8 years ago2016-01-28 23:13:50 UTC
in vault item: ctf_thirdstreetComment #19812
This map should be played whenever we'll get another HL deathmatch server.
From the layout of the map I deduced that it's meant for team deathmatch, the "green" vs "orange" color arrangement suggests this. There are some inconsistencies, such your attempt to cover the fact that the map is just a cubicle with the T-junction at one end of the street. But it's not long enough and you can see the sky edges. Also, the absence of another T-junction at the other end of the street, or maybe a creatively rounded entrance, is a sign of laziness :P. Speaking of the illusion of location, you can spend a bit more time adding some additional "buildings" behind the existing ones. They don't need to be very detailed, actually, perhaps just some facades would do. You can afford to do this, I tested the r_speeds on the top of the roof and they don't seem to exceed ~2000 wpolys. With todays computers, I think you can honestly go towards the 4000 wpolys limit for multiplayer. For example, in my dm_researchvessel map I get over 7000 w_polys in some places, but it plays at 60FPS even on my laptop.
Regarding the general aesthetic of the thing, it gives a general impression of good taste and aspiration of an overall theme, with some anomalies. Although I like the fact that it doesn't claim to be rich in fine details, being centered around fast action, some things could have been tuned a bit better. The majority of the textures have a dark tone, but some back alleys are poorly illuminated. I would have spiced up the atmosphere with some more strategically placed lighting fixtures. Then, you have these gothic statues, which really help set up the identity of the map, but the modern street racing cars in those garages are a harsh contrast.
About the gameplay I can't tell much, it seems to allow a good flow for the player.
All in all, it's a gret map and it deserves some server time!
You know what'd be an unsettling thing? Having another T-junction at the other end, end then creating one or two "cars"(tracktrains) that pass regularly. I don't know why I thought about that, but the contrast of those passing cars with the static nature of the rest of the map would make it creepy :)).
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 8 years ago2016-01-28 10:50:53 UTC
in journal: #5781Comment #63021
let's see... how many letters in the phrase "I'm getting tired of this bullshitttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
I did plan to make a junction for the other side as well but stopped myself for the sake of better performance and MAYBE laziness.
r_speeds of 2400w/12000e are already a realistic scenario not only on the roof but also on the street.
Unfortunately many HL and AG players don't have modern PC's and are in fact complainig when you get up to 1500 wpoly Though ag players require at least 100fps at all times.
You have a badass laptop it seems!
The idea with the car train is cool but I wont bring it into this map, could use it in another one eventually.
The map only has two very randomly placed info_player_deathmatch and the rest is ctf playerspawns (4 on each side) as it is right now
From the layout of the map I deduced that it's meant for team deathmatch, the "green" vs "orange" color arrangement suggests this.
There are some inconsistencies, such your attempt to cover the fact that the map is just a cubicle with the T-junction at one end of the street. But it's not long enough and you can see the sky edges. Also, the absence of another T-junction at the other end of the street, or maybe a creatively rounded entrance, is a sign of laziness :P.
Speaking of the illusion of location, you can spend a bit more time adding some additional "buildings" behind the existing ones. They don't need to be very detailed, actually, perhaps just some facades would do. You can afford to do this, I tested the r_speeds on the top of the roof and they don't seem to exceed ~2000 wpolys. With todays computers, I think you can honestly go towards the 4000 wpolys limit for multiplayer. For example, in my dm_researchvessel map I get over 7000 w_polys in some places, but it plays at 60FPS even on my laptop.
Regarding the general aesthetic of the thing, it gives a general impression of good taste and aspiration of an overall theme, with some anomalies. Although I like the fact that it doesn't claim to be rich in fine details, being centered around fast action, some things could have been tuned a bit better. The majority of the textures have a dark tone, but some back alleys are poorly illuminated. I would have spiced up the atmosphere with some more strategically placed lighting fixtures.
Then, you have these gothic statues, which really help set up the identity of the map, but the modern street racing cars in those garages are a harsh contrast.
About the gameplay I can't tell much, it seems to allow a good flow for the player.
All in all, it's a gret map and it deserves some server time!
You know what'd be an unsettling thing? Having another T-junction at the other end, end then creating one or two "cars"(tracktrains) that pass regularly. I don't know why I thought about that, but the contrast of those passing cars with the static nature of the rest of the map would make it creepy :)).
/me falls over
Squirtle was seeded!