Commented 20 years ago2004-06-13 09:16:57 UTCComment #2290
The screenshot looked impressive, the map did less.
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually. Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
Commented 20 years ago2004-06-13 11:52:27 UTCComment #2291
hey captain p. on a lot if not all of the half life multi player maps they use skyboxes. I dont but is there some reason they do because the maps play fine unless they were just gettin tired after making an entire game hehe. Lol i mean they even just cut out parts of half life and saved em as multiplatey fun ones thow.
Commented 20 years ago2004-06-13 15:19:45 UTCComment #2299
zeeba-G, I just took a look at some HL maps and haven't seen them using skyboxes. Skyboxes aren't the sky you see (since that's a box) but boxes covered with the sky texture, in the editor. This causes a lot of outside faces of the map to get compiled, wich is the case in this map.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.
First some notes: don't put the files in a map called de_road_night. I extracted the zip into the cstrike folder and started the map only to find out I had to replace the files to the correct paths manually.
Also, you used the skybox method. Don't do that. The faces of the underside of the terrain were all compiled, unnecessary waste of compile-time. Oh, and also set the max viewable distance a bit higher as parts of the terrain started to disappear when they were far away.
The map looks decent but not so special after all. I feel it's unfinished... the road just stops in nowhere and there's actually no real layout, no routes to take and such... Texturing has some little flaws but is decent overall. Lighting suits the theme well but could've been done a bit more dramatic. The terrain is quite well done but could've been a bit more 'flowing', e.g. less harsh angles now and then. As for the building, the hills just continued inside... that's not very realistic isn't it?
All in all, looks promising but I wouldn't consider this as a finished map.
-]GPAS[-, you can take away the lowest brush of this skybox without any problem. This makes the compilers to not creating the faces underneath (the useless faces) anymore, thus a faster compile.