Commented 18 years ago2006-04-12 09:31:45 UTC
in vault item: PANDEMIC Main HallComment #11487
Thank's for the suggestions. I have been looking at images and looking around and I'll probably end up modifying this map extremely or just starting over. I'm trying to make some phototextures, but my camera broke, so I'm working with the scrap heap of pictures I have.
Commented 18 years ago2006-04-05 21:26:59 UTC
in vault item: PANDEMIC Main HallComment #11436
Sorry for double post, but does anyone have any suggestions on how to map realistic places. I don't have much experience in mapping like this. I map mostly abstract and futuristic type things (which will come in useful later in the map).
Commented 18 years ago2006-04-05 21:20:15 UTC
in vault item: PANDEMIC Main HallComment #11435
Thank you very much for the comments, it's helping me immensly and yeah I've cut down the wpolys so they're "ok" Right now, the highest wpoly i get is around 2000.
Commented 18 years ago2006-04-03 19:46:28 UTC
in vault item: PANDEMIC Main HallComment #11422
I cut down on the r_speeds drastically and now it runs at a considerable 100 fps in 90% of the map. The other 10% runs at about 80 fps. I did change the floor texture and Halflife recognizes Half-Life01.mp3 as the 2nd track on the cd. I do not know how to use an mp3 otherwise.
Commented 18 years ago2006-03-13 17:11:14 UTC
in vault item: sk_bombplantingComment #11203
Go look at a picture and make it a map, it'll help you get a general idea for proportion, detail, and how architecture is. If you're going for abstract maps, make some crazy stuff with vertex manipulation with angles and curves and stuff.
I haven't played this yet, but when I saw the screenie, I thought it was dust2 in source with all of its detail gutted. Looks very much like it's source counterpart. But, I suggest you up the brightness of the lighting and make it more yellow. Good job.
Commented 18 years ago2006-01-25 23:00:00 UTC
in vault item: ak-colt_onglassComment #10686
I like the glass idea with it breaking underneath, but you may want to add some cover in the middle since the glass makes the player even more vulnerable than he already is.
-It's fullbright, use rad. -architecture is bland
I might also suggest using -wadinclude so you don't have to deal with wad files.
Commented 18 years ago2006-01-25 14:23:29 UTC
in vault item: ka_dhsComment #10680
+lights have sources +interesting and good architecture +good detail in some places but -not enough detail in others -dark area kind of annoying -some of the scaling is a bit weird -a bit more texture variety would be nice. You should make your own or use the counter-strike textures since the half-life ones aren't too good although I think blue-shift uses higher res textures than half-life so you might want to use those.
All in all, your map looks great in some places but bland in others. Also, you seem to have a weird texturing error on the door way to the 2nd floor, I don't know if that bug is what you meant when you talked about the skybox. I would keep working on the map and just test the layout to see if it works with knives.
Commented 18 years ago2006-01-23 14:21:20 UTC
in vault item: de_simcComment #10651
Wow, excellent map. Great detail and brushwork. Looks like a lot of work went into this. I'm almost in the same situation as you, I also have an unfinished school map.
Commented 19 years ago2005-03-29 18:12:38 UTC
in vault item: The LobbyComment #6440
Someones been spamming your votes or you've voted for yourself. Anyway here's what I think: You need to have the lights coming from somewhere. You need more detail It's kinda terrorist sided Textures are bland, get some contrast and don't just use the concrete textures. I like the small map area though, good for fast fun team deathmatch, I don't think the hostages fit in with this map.
Commented 20 years ago2004-06-07 18:34:33 UTC
in vault item: midniteSTREETZComment #2234
I think you have to stay 512 units away from the very edge of the grid. And their is a limit to how big rooms, hl hates large open spaces. By the way, the map isn't a model, its a bsp.
Commented 20 years ago2004-06-07 17:46:52 UTC
in vault item: aim_best_hangarComment #2231
true true. I think a map is good as long as its fun and doent hurt your eyes like a bright lit map. But its also important that it looks good too, as to imerse the player. I always beta test with frends, and they give me advice which makes my maps a whole lot better.
Commented 20 years ago2004-05-12 17:34:10 UTC
in vault item: CastleComment #1857
there should be more rooms and buildings. You have alot of room outside but then the large area is good for fire fights. You should add a stable and a little bit more cover. Try adding towers too. add more detail its a lil blocky. map looks promising. i abandoned my castle map, i mite get back to it.
-It's fullbright, use rad.
-architecture is bland
I might also suggest using -wadinclude so you don't have to deal with wad files.
+interesting and good architecture
+good detail in some places but
-not enough detail in others
-dark area kind of annoying
-some of the scaling is a bit weird
-a bit more texture variety would be nice. You should make your own or use the counter-strike textures since the half-life ones aren't too good although I think blue-shift uses higher res textures than half-life so you might want to use those.
All in all, your map looks great in some places but bland in others. Also, you seem to have a weird texturing error on the door way to the 2nd floor, I don't know if that bug is what you meant when you talked about the skybox. I would keep working on the map and just test the layout to see if it works with knives.
smartedit off
weapon_* 1
* is the weapon you want spawned
and you might have to add:
targetname knife
spawnflags 0
Anyway here's what I think:
You need to have the lights coming from somewhere.
You need more detail
It's kinda terrorist sided
Textures are bland, get some contrast and don't just use the concrete textures.
I like the small map area though, good for fast fun team deathmatch, I don't think the hostages fit in with this map.
but in some areas, i felt dwarfed. There was a door that was like 2 times the size of a person(the panic bar was up to my head!)
Your arches need to extrude like a dust map. You need a little more texture variety.