Commented 19 years ago2005-09-12 12:43:01 UTCComment #8970
Nice improvment!
-You used thin walls(only 4 units or something like that) I noticed it in the corridor before the room with the enemies. Try using 8 size grid(and walls) then you will probebly avoid most leaks And it doesn't metter how thick the wall is ingame for the parts that are open to the void or will be covered by another world brush wont be rendered anyway. -All the bodies head torword one direction.(0) In the pitch yaw roll value you'll see three zeros. Insted of the second one write the desiered angle or if you're using hammer 3.5 move the upper dail in the direction you want the body to head to. -Really short. But it's okey for it's only your second map and it's unfinished. -You haven't applied any textures. Learn how to use the texture application tool.(tutorial called "texture application") This is seen when you look at the lamps, they are textured with a lamp texture on all their sides and the botom texture doesn't fit.
-/+This map had the exect mesuare of bulltes. I missed those annoying baby headcrabs many times! -/+You didn't used carving/hollowing which is seen on the walls that doesn't always look like one pice and little bumps. The stuff that proved it are bad and should be removed. You can avoid those stuff if you'll use thicker walls! -/+The gameplay and layout are much better. No more senceless fighting aginst thousand of grunts crammed in a small room.
+You used texture lights!!(the bevrige mechine) But for the lamps you used light entities. +Lightning is much better. A little flickering lights and the light from the bevrige mechine makes that room look nice! +You edited the prefabs!! Some are rotated and some are broken.
-You used thin walls(only 4 units or something like that) I noticed it in the corridor before the room with the enemies. Try using 8 size grid(and walls) then you will probebly avoid most leaks And it doesn't metter how thick the wall is ingame for the parts that are open to the void or will be covered by another world brush wont be rendered anyway.
-All the bodies head torword one direction.(0) In the pitch yaw roll value you'll see three zeros. Insted of the second one write the desiered angle or if you're using hammer 3.5 move the upper dail in the direction you want the body to head to.
-Really short. But it's okey for it's only your second map and it's unfinished.
-You haven't applied any textures. Learn how to use the texture application tool.(tutorial called "texture application") This is seen when you look at the lamps, they are textured with a lamp texture on all their sides and the botom texture doesn't fit.
-/+This map had the exect mesuare of bulltes. I missed those annoying baby headcrabs many times!
-/+You didn't used carving/hollowing which is seen on the walls that doesn't always look like one pice and little bumps. The stuff that proved it are bad and should be removed. You can avoid those stuff if you'll use thicker walls!
-/+The gameplay and layout are much better. No more senceless fighting aginst thousand of grunts crammed in a small room.
+You used texture lights!!(the bevrige mechine) But for the lamps you used light entities.
+Lightning is much better. A little flickering lights and the light from the bevrige mechine makes that room look nice!
+You edited the prefabs!! Some are rotated and some are broken.
Some additional comments (again, much has been said already by others):
- Avoid flickering lights, they gets painfull on the eyes quickly. Yes, they can be used to create a good athmosphere, but use them with care
- Give your maps a goal, and let the player know it. It's nice to play, but without a reason, players quickly get bored or annoyed
Good luck, and keep improving.The textuiring needs improvment, and that metal floor surprised me, it was a bit of a distraction... And yeah, make it darker!
But the rest was awsome, you must complete the map!
I love it already
+nice placement of monsters
+good lighting/texturing
+fair architecture
Good Job!