Commented 21 years ago2003-07-03 00:46:39 UTCComment #50
Yeah, the r_speeds are a little high when your on the top of the map, but down the bottom they are not too bad...:-) I really liked the feel of this map, textures matched and lighting, gave it some ambience. I can see why Hint brushes might not have worked, but I read an article on Collective from Jeff Pritchard about Horizontal Hint brushes, have you tried that? Also, if you made the bottom of all the containers into func_entities you might save some count. Either way, R_speeds or not, I like it.
Commented 7 years ago2017-12-04 03:50:54 UTCComment #21081
I can appreciate the attention to context in this map. It might be an implausibly large, concrete warehouse, but at least you've given some thought to how the crates got in (the massive door), and how they were moved about (the crane mechanism). Unfortunately, given the nature of the map, you've relied a little too heavily on the one texture of shipping crate. Obviously, the warehouse that it is will be filled with crates - the setting pretty much chains you to that idea - but even some variation in colour would help vary it up a bit and make it easier on the eyes. The layout is not too bad, considering; it could use some more ways to get up towards the top of the map, though. All in all, not a bad effort.
I can see why Hint brushes might not have worked, but I read an article on Collective from Jeff Pritchard about Horizontal Hint brushes, have you tried that? Also, if you made the bottom of all the containers into func_entities you might save some count.
Either way, R_speeds or not, I like it.
The layout is not too bad, considering; it could use some more ways to get up towards the top of the map, though. All in all, not a bad effort.