This map is a conversion of the Rainbow 6: Black Thorne training map 'City Street Small'. I thought it would make a great CS map for clan play and small pubs. The map had to be changed some so it would be playable with Half-Life's old aged engine. Read the .txt for more info.
A lot of polys were probably wasted on the trim, though. That's good detail, but most people won't notice it, and you could make better use of those resources by replacing it with something that stands out more.
Good ambience too, that's something that leaves too many other maps feeling bland.
I think you might have gone more for the realistic feel than for good graphics, which is why many of the rooms feel blocky. You did use that realistic theme fairly well, though. The textures were very good throughout most of the map, conveying the feeling that you were in a bunch of abondoned buildings, and they made up for some of the blander rooms.
I noticed in a few areas that your brushwork was a little sloppy, but that pretty much blended in with the theme of the map, and ended up feeling more like detail than error.
Overall a good job. If the layout wasn't so open, you'd be able to put more detail in, but from a gameplay perspective, it's fine.
Yes srry is right. I couldnt add anything else to it or else r_speeds will hike up. Besides it didnt need anymore detail its sorta a conversion of the rb6 training map. Thanks for the kind words srry.
Although, I just took a look at some R6: BT screens, and I have to say, it doesn't look too hot. Maybe built from the Quake 2 engine at the most. Is it possible that this version actually has more brush detail than the original?
Still, as Dr. Cheese said, you could probably make use of HINTs and NULLs in some areas, it would help quite a bit I think
4/5 because most maps don't get 5
+ Nice textures
+/- Light fixtures are interesting, but a little weird, which is ok I guess.
+/- Some nice detail with trim, railing, supports... but you need more.
- Not really any props in the map except some boxes = bad imo.
- stairs are too steep and not textured very well.
+ Very smooth performance
- no ambients?
A nice map, but not very inspiring imo. Maybe a stronger theme to give the player an idea what people in this building do, or something. Some more props and detail as I've already said would help, but I think the bottom line is the "idea" needs to be refined a little more.
Nice map!
I agree with Rowleybob on most things, although I must say, that the crickets sound is interesting at first, although it becomes a real pain for the ears in a few minutes of playing. Either change the background sound to something more pleasant, or just add some randomly triggered wind/other sounds.
I also didin't like the lighting not matching the sky (or vice versa). If you want to keep the night sky and the current brightness level in the outside, at least add some light sources outside, that would explain the weird brightness outside in the middle of the night.
Another thing: This is a cs map. That means, that it should have hostages (cs_ = hostage rescue map). If you want to keep it like that, I'd suggest changing the name to aim_rushdown.
Overall - a very nicely-built map. As Rowleybob said - it needs something to make it stand out of the crowd (trims, map-specific objects, etc.). Take dust as an example. The map-specific objects are the arches and trims. when you see a map with those objects - you always know, that it's a dust remake.
The map still needs more work, although it was pretty darn good.
http://geocities.com/goforbrokehub/rushdown.htm
Thanks for the positive feedback :]