Commented 11 years ago2013-09-30 15:10:37 UTC
in vault item: St_ChopaComment #19881
Now this is a peculiar map. You show very good skills of architecture and layout( I can't pronounce very well on this aspect as I haven't had the opportunity to play). There are some spots here and there that I felt were in vain( like a pantry and a bookstore window where the chamber was empty. I like that the two bases have some defining characteristics, such as the good looking glass windows from the office building at the T base, and the statue plaza at the CT base. Your brushwork shows attention to detail, as I have discovered some stairs with a layer of seemingly 1-unit thick brushes just for detailng( also present in the "plaza" place).
Let me start on the negative aspects. This map is void of sounds. Even if the map shows nice architecture, I feel a bit confused as to where I am. Clearly it's an italian-like town, but having no sounds makes the map less credible.
Worst of all, lighting. That's why I said it's peculiar. Were you in a rush and decided to compile on -fast? I see no reason... One example that comes to mind is the depot-room( also with a bit weirdly placed conveyor that seems to be working, but the texture is static and again- no sound!). First I notice it's really dark in there. I mean, there are some places where it's complete blackness. A second later I notice that the light comes from nowhere... In the office buildings and some air-ducts the lighting is just absent, and this is not good at all. It hurts gameplay. In the air-ducts you could always try to put a more interesting light like reddish, blue or something. Also you tried to use some spotlights, but they look really odd: try to increase its Outer(fading)angle.
Overall, its a pretty complete map, but you definitely need to improve your lighting. Also, some sound ambiance would be a nice touch.
Commented 11 years ago2013-09-30 14:42:29 UTC
in journal: #8258Comment #43901
I've always wanted to play a game where it was a slow paced FPS across a large scale map, with large teams, and one player on each team was the commander and had an RTS like playing style and viewpoint. It's a pity such a thing would probably never work in reality.
Commented 11 years ago2013-09-30 10:28:07 UTC
in journal: #8258Comment #43898
I had an idea for an RTS in which players have a set income to begin with ( random value ) and for each unit they kill, they receive how much it cost to create that unit. So basically your income is "bounties". Puts people off turtling as if they don't have some form of attack, they'll be overrun by a massive army and they've lost all chance of income.
Commented 11 years ago2013-09-29 20:49:59 UTC
in vault item: PripyatComment #19883
Ah, where should I start? This map is yet another proof that you've refined your mapping skills over the years. It shows a touch of professionalism, although not perfect.
I literally have nothing to comment about the overall optic impact. The architecture is fine, and your theme proves that even when having lots of blocky brushes, you can still create atmosphere. The skybox is really well-done and doesn't let you for a moment think that you're surrounded by a box. Lighting is well done and not particularly interesting, with the exception of the hideout near the bombspot, it's really dark there.
This scene in particular reminds me of some part of the last map from Stalker: Call of Pripyat:
When seeing the map for the first time I thought it was more of a fight yard, but then I discovered that there are some hideouts in the blocks of flats. That is a nice addition and improves the strategic gameplay.
Gameplay is where I have a few comments though. Have you designed the map to be a burden for the CT? Don't get me wrong, the gameplay is still fun, but while playing on both sides, I felt like the terrorists had a bit of advantage. They get a hallway through one of the block of flats which, compared to the CT paths, grants them quick access to the main flat hideout which goes to the roof. The rightmost road for CT(leftmost for T) is perfect for rifle and AWP confrontation.
A team which uses Teamspeak and controls the roof, controls the game. It's an awesome observational spot, especially on the bomb site.
Which brings me to the hot spot. It's where all the interesting action focuses.
All in all, it's a balanced map, and even if the visuals are not stunning, they are too balanced an offer a great atmosphere for an intense combat map.
Commented 11 years ago2013-09-29 16:21:48 UTC
in vault item: de_mesaComment #19894
A lot of creative effort has been put into this map. I was invited to beta-test it and while we weren't a lot on the server, it was fun. The map is clearly designed for more players though. The architecture and general atmosphere stays in the boundaries of the HL1 universe. The fact that the map limits some paths and areas when there are insufficient players is a nice touch, and an even nicer touch are the easter eggs.
One thing I can complain about is the relatively hard to learn map layout. After you're getting used to it, it's no problem though.
A very nice work, stop! Congrats ;). I can't give it a 5-star rating though, more like a 4. Unfortunately the rating system using 5 stars is a bit limited, since a 1 star makes a big difference than using a 10-star system or something like that. There was a guide around TWHL made by Archie or Soup Miner or somebody I can't remember... I'd use that link to justify my rating.
Anyway, the true test of quality is when your map is nominated for the map of the month (MotM), something that HAS TO BE RESURRECTED.
Commented 11 years ago2013-09-26 21:52:09 UTC
in journal: #8257Comment #40310
Thanks I really appreciate it!
Yes it is pretty high up, I think I went as high as I could.
Sorry for making some of you jealous I hope it's a good jealous. Also I did have some help i.e. studying architecture and some help from friends building. I also worked on some tree house designs with friends at school for a few semesters.
Tetsuo, if you start to consider building one take it from me, safety first, don't just make a sexy design that isn't extremely safe. I myself feel a little uncomfortable walking on mine.
And yes i'll be better visually representing it soon!
I used to love Battlezone 1 on the PC.
Of course then it wasn't really large scale, but todays technology could easily handle it.
You show very good skills of architecture and layout( I can't pronounce very well on this aspect as I haven't had the opportunity to play). There are some spots here and there that I felt were in vain( like a pantry and a bookstore window where the chamber was empty. I like that the two bases have some defining characteristics, such as the good looking glass windows from the office building at the T base, and the statue plaza at the CT base.
Your brushwork shows attention to detail, as I have discovered some stairs with a layer of seemingly 1-unit thick brushes just for detailng( also present in the "plaza" place).
Let me start on the negative aspects.
This map is void of sounds. Even if the map shows nice architecture, I feel a bit confused as to where I am. Clearly it's an italian-like town, but having no sounds makes the map less credible.
Worst of all, lighting. That's why I said it's peculiar. Were you in a rush and decided to compile on -fast? I see no reason... One example that comes to mind is the depot-room( also with a bit weirdly placed conveyor that seems to be working, but the texture is static and again- no sound!).
First I notice it's really dark in there. I mean, there are some places where it's complete blackness. A second later I notice that the light comes from nowhere...
In the office buildings and some air-ducts the lighting is just absent, and this is not good at all. It hurts gameplay. In the air-ducts you could always try to put a more interesting light like reddish, blue or something.
Also you tried to use some spotlights, but they look really odd: try to increase its Outer(fading)angle.
Overall, its a pretty complete map, but you definitely need to improve your lighting. Also, some sound ambiance would be a nice touch.
Architecture: 75%
Texturing: 75%
Ambience: 60%
Lighting: 40%
Gameplay: 80%
Total: 66%
That's a 3.3 star-rating. Improving the lighting would boost this to 4 stars ;).
We could have a forum thread for this. I know I thought of doing this a few times before.
I literally have nothing to comment about the overall optic impact. The architecture is fine, and your theme proves that even when having lots of blocky brushes, you can still create atmosphere. The skybox is really well-done and doesn't let you for a moment think that you're surrounded by a box. Lighting is well done and not particularly interesting, with the exception of the hideout near the bombspot, it's really dark there.
This scene in particular reminds me of some part of the last map from Stalker: Call of Pripyat:
When seeing the map for the first time I thought it was more of a fight yard, but then I discovered that there are some hideouts in the blocks of flats. That is a nice addition and improves the strategic gameplay.
Gameplay is where I have a few comments though. Have you designed the map to be a burden for the CT? Don't get me wrong, the gameplay is still fun, but while playing on both sides, I felt like the terrorists had a bit of advantage.
They get a hallway through one of the block of flats which, compared to the CT paths, grants them quick access to the main flat hideout which goes to the roof.
The rightmost road for CT(leftmost for T) is perfect for rifle and AWP confrontation.
A team which uses Teamspeak and controls the roof, controls the game. It's an awesome observational spot, especially on the bomb site.
Which brings me to the hot spot. It's where all the interesting action focuses.
All in all, it's a balanced map, and even if the visuals are not stunning, they are too balanced an offer a great atmosphere for an intense combat map.
Architecture: 85%
Texturing: 90%
Ambience: 90%
Lighting: 85%
Gameplay: 80%
Total: 86%
That's a 4.3 rating. Let's round that to 4.5 and give it 5 stars using the TWHL voting system since overall the map deserves it.
The fact that the map limits some paths and areas when there are insufficient players is a nice touch, and an even nicer touch are the easter eggs.
One thing I can complain about is the relatively hard to learn map layout. After you're getting used to it, it's no problem though.
A very nice work, stop! Congrats ;). I can't give it a 5-star rating though, more like a 4. Unfortunately the rating system using 5 stars is a bit limited, since a 1 star makes a big difference than using a 10-star system or something like that. There was a guide around TWHL made by Archie or Soup Miner or somebody I can't remember... I'd use that link to justify my rating.
Anyway, the true test of quality is when your map is nominated for the map of the month (MotM), something that HAS TO BE RESURRECTED.
ICHTHYOSAUR
Yes it is pretty high up, I think I went as high as I could.
Sorry for making some of you jealous I hope it's a good jealous. Also I did have some help i.e. studying architecture and some help from friends building. I also worked on some tree house designs with friends at school for a few semesters.
Tetsuo, if you start to consider building one take it from me, safety first, don't just make a sexy design that isn't extremely safe. I myself feel a little uncomfortable walking on mine.
And yes i'll be better visually representing it soon!
+1
Max
I want a treehouse so bad.
you're giving me awesome ideas
Thanks for all the B-Day wishes!
Who's Alex?
Also, DiscoStu is going to be annoyed.
Archer is perfect, as a show and as a fish.
Happiest of birthdations you fine figure of a man. have a great one!
And wasn't Archer the name of one of the cut enemies in HL, and it was a fish thing? You could name it that and keep up the HL theme.
And happy birthday!
Btw, I'm gonna dLoad this pretty sample map. :3 Just because has been made by you, Rimrook. <3