Commented 12 years ago2012-09-20 00:01:31 UTC
in journal: #7976Comment #44865
"Man, this is not at all what I pictured. I mean, you hear pirate ship, you think sails, cannonballs... but not one of these guys has a beard." "Are you done?" "Hang on... planks. Now I'm done."
This comment was made on an article that has been deleted.
Commented 12 years ago2012-09-01 06:00:52 UTC
in vault item: de_gangnamComment #20092
It's good that you're experimenting with the tools you have available to you. That's where everyone needs to start. I suggest you start practicing with texturing, maps with only one texture are kinda hard on the eyes. If you're haven't already, be sure to have a read through some of TWHL's tutorials, especially the "In the Beginning" series.
Commented 12 years ago2012-08-26 22:01:35 UTC
in journal: #7949Comment #55368
I got 6.5/7 in my first semester of uni.
I'm studing Multimedia Design at the University of Queensland, St. Lucia campus. I'm hoping the courses will start to get a bit more practical soon. The theory of design is dumb. Basically "think about what you're making before you make it" repeated a billion times in different words each time, as though it's not obvious.
Commented 12 years ago2012-08-25 14:45:37 UTC
in vault item: aim_kaeza_arena_02Comment #20088
If you want us to 'disregard the fact that it is an aim map', that means 'disregard potential gameplay', right? Right.
Architecture: It's small, blocky and has no unique detail. Crates do NOT count. 0/5 Lighting: None. (Must say I'm also confused about how you've got red and blue lights is what appears to be a fullbright map.) 0/5 Texturing: Five textures that I can see, all of which are largely repeated, andare not complimented by the brushwork at all. 0/5 Ambience: I can't say, because I haven't checked. But I'm guessing none. Gameplay: aim map. 0/5
So yeah, there's your critical reception. Being an aim map is no excuse to be slack on the visuals. Your other maps are better (obviously, seeing as this one is a first map).
Commented 12 years ago2012-08-21 21:50:53 UTC
in vault item: cs_kaeza_cruiser_00Comment #20081
This is the kind of map that requires constructive critisism, Dimbark, not a review. Especially since this is an unfinished map. I'd go in there and get some details, but I don't have CS. I'll say what I can from the screenshot and what people have been saying though.
First of all, I must say I like the whole concept of a cruise ship assault by terrorists.
So from what I gather, you can jump into the water? Fair enough, but there are a few issues with that. Firstly, unless the water grants access to the interior of the ship somehow (which, if you could pull off, would be rather interesting to see), the entire water area lacks a little tactical potential. It's basically a massive dead end. Especially when I can only see one way back up. I can't tell whether there are more, but there definitely should be.
I'm sure you're aware of this, and I realise this is one of your first proper maps, but it needs to be said: I think you'll find no cruise ship is completely rectangular. To be fair, making a realistic cruise ship would be a bit of a challenge even for an experienced mapper. I would not expect you to be able to unrectanglulate this map at this stage, even slightly. It might be a project that, after you've made a lot more maps and gotten very good at it, you might like to revisit and remake.
Commented 12 years ago2012-08-05 22:18:43 UTC
in journal: #7924Comment #44854
@Lajron: That can't be right, I kept getting owned. =P
Ok, here's what I noticed. (Keep in mind I have very little experience with Counter-Strike, and I could be talking complete bollocks.)
As already has been mentioned, something has to be done about the doors. Continuously having to open them (particularly with the big delay from ping, but given the circumstances, perfectly understandable) was a pain. I think opening and staying open is probably the way to go. Then you'll still get a telling sound, but only once, so the players have to be careful.
I did have trouble with my spacial orientation, kinda confused about where I was, but I imagine a map on the radar would sort that out. (I assume that's coming later.)
The long corridor with the pipes did provide some variation visually and tactically, but I'm not sure about its practicality. It didn't connect very directly with the bomb sites (except B, via that vent area. I like that bit). Speaking of, I think the steps in that vent spot should be shorter, so you don't have to jump up them. The footstep sounds kinda ruin the stealth you've got otherwise.
I think the lower area of bomb site B needs some cover somewhere. It's all a little TOO open. Someone standing on the upper platform can see just about everything. Anything that can block off at least some of the upper platform's view to the far doors would do well, I think.
Other than that, the layout seemed fine from my CT perspective.
EDIT: Realised that seeing as I downloaded the map, I could do a little more playtesting of my own. =) Noticed that the arrows around the map that pointed to A pointed to B on the radar, and vice versa. Just mentioning in case that was an oversight. Also, bots occationally got pretty stuck, usually around the indoor areas with water in them. (Usually IN the water.) Lastly, I noticed as I was running around, this: http://i50.tinypic.com/u5t29.jpg http://i50.tinypic.com/14c40vb.jpg Oh yes, and the ladders in one of the water parts has a very... template-like texture.
"Are you done?"
"Hang on... planks. Now I'm done."
Yup.
Uh-oh.
My condolences to you.
I'm studing Multimedia Design at the University of Queensland, St. Lucia campus. I'm hoping the courses will start to get a bit more practical soon. The theory of design is dumb. Basically "think about what you're making before you make it" repeated a billion times in different words each time, as though it's not obvious.
Architecture: It's small, blocky and has no unique detail. Crates do NOT count. 0/5
Lighting: None. (Must say I'm also confused about how you've got red and blue lights is what appears to be a fullbright map.) 0/5
Texturing: Five textures that I can see, all of which are largely repeated, andare not complimented by the brushwork at all. 0/5
Ambience: I can't say, because I haven't checked. But I'm guessing none.
Gameplay: aim map. 0/5
So yeah, there's your critical reception. Being an aim map is no excuse to be slack on the visuals. Your other maps are better (obviously, seeing as this one is a first map).
Uh, from my understanding, generally none. Urine is typically sterile.
First of all, I must say I like the whole concept of a cruise ship assault by terrorists.
So from what I gather, you can jump into the water? Fair enough, but there are a few issues with that. Firstly, unless the water grants access to the interior of the ship somehow (which, if you could pull off, would be rather interesting to see), the entire water area lacks a little tactical potential. It's basically a massive dead end. Especially when I can only see one way back up. I can't tell whether there are more, but there definitely should be.
I'm sure you're aware of this, and I realise this is one of your first proper maps, but it needs to be said: I think you'll find no cruise ship is completely rectangular. To be fair, making a realistic cruise ship would be a bit of a challenge even for an experienced mapper. I would not expect you to be able to unrectanglulate this map at this stage, even slightly. It might be a project that, after you've made a lot more maps and gotten very good at it, you might like to revisit and remake.
Ok, here's what I noticed. (Keep in mind I have very little experience with Counter-Strike, and I could be talking complete bollocks.)
As already has been mentioned, something has to be done about the doors. Continuously having to open them (particularly with the big delay from ping, but given the circumstances, perfectly understandable) was a pain. I think opening and staying open is probably the way to go. Then you'll still get a telling sound, but only once, so the players have to be careful.
I did have trouble with my spacial orientation, kinda confused about where I was, but I imagine a map on the radar would sort that out. (I assume that's coming later.)
The long corridor with the pipes did provide some variation visually and tactically, but I'm not sure about its practicality. It didn't connect very directly with the bomb sites (except B, via that vent area. I like that bit). Speaking of, I think the steps in that vent spot should be shorter, so you don't have to jump up them. The footstep sounds kinda ruin the stealth you've got otherwise.
I think the lower area of bomb site B needs some cover somewhere. It's all a little TOO open. Someone standing on the upper platform can see just about everything. Anything that can block off at least some of the upper platform's view to the far doors would do well, I think.
Other than that, the layout seemed fine from my CT perspective.
EDIT: Realised that seeing as I downloaded the map, I could do a little more playtesting of my own. =) Noticed that the arrows around the map that pointed to A pointed to B on the radar, and vice versa. Just mentioning in case that was an oversight. Also, bots occationally got pretty stuck, usually around the indoor areas with water in them. (Usually IN the water.) Lastly, I noticed as I was running around, this:
http://i50.tinypic.com/u5t29.jpg
http://i50.tinypic.com/14c40vb.jpg
Oh yes, and the ladders in one of the water parts has a very... template-like texture.
I'll let you know if I find anything else.
If I show up. And that that doesn't kill any Americans/Europeans.
Myself, I don't care, if I can show up, I'll show up.
Oh yes.
But happy birthday all the same! Or, if you prefer, LEVEL UP.
From what I DID read, my comment is:
Well played, sir.
I'm wearing a hat and socks.
STATUS: DECEASED
POSTMORTEM: SHAT TOO MUCH