******sc_officees*******
This is my first non-deathmatch map(the one i had a bunch of problems at the forums :D. but guess what its fixed.
*objective: escape the office building! or die trying.
I made it a bit hard because of the lack of ammo and guns but dont go desperate... there is a 200 ammo box behind the couch dont tell anyone ;).
the easiest part is finding the detonator in some crate to blast the exit open (you are gonna hate me for this)
happy escaping.
ps: if people like it i will do a sequel
I'm not going to rate it though, because the gameplay could still be good.
+Um, it ran without crashing?
-Texturing was God awful. While you did use texts that seemed to fit eachother, they were horribly aligned and stretched out.
-Scaling. The doors were way too big, make normal doors 96x64 units (most of the door texts are that size for a reason).
-Intersecting brushes in alot of places.
-Lighting was an awful shade of yellow.
-Setting/objectives made no sense whatsoever.
-ONLY ONE GUN. How in the living fuck do you expect the player to break through a room full of crates with 17 9mm shots?? (Sorry, but this just really pissed me off :/)
-When you break open the door to get to the "ladder", you can't climb up it. Nor can you open the hatch. Thats it? You made the player suffer through breaking all those boxes to reach an empty room?
-The door leading to the room full of boxes doesn't even open. I noclipped in there.
-NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh?
-Monsters. Only 3 or 4 headcrabs, one of which was stuck in a wall (thats what causes that cloud of yellow dots).
-You used the "city" skybox. Theres a reason that was never used in the game - it looks like shit.
-You spelled "offices" wrong, btw.
Overall, this was really bad. Sorry. :/
-When you break open the door to get to the "ladder", you can't climb up it. Nor can you open the hatch. Thats it? You made the player suffer through breaking all those boxes to reach an empty room?
-The door leading to the room full of boxes doesn't even open. I noclipped in there.
-NO SUIT. You NEED a flashlight for this map, yet you didn't give the player a suit. Huh?
-Monsters. Only 3 or 4 headcrabs, one of which was stuck in a wall (thats what causes that cloud of yellow dots).
answer to the 3...
1. This is for SVEN-COOP that explains the lack of monsters.
2. you are supposted to shoot the door
3. there is a revolver on the table :/ and there are 200 rounds behind the couch.
4. there is a game_end triggered when you get to the ladder!
5. this is not supposted to be a mod its supposted to be a coop map it soys its not for hl1 next to the name :/
6. there is a light switch :/
thanks for the critizms but read a lil it doesent hurt :D.
Improve those two aspects, and it'll be a whole lot better.
Experiment with the light setting for color and brightness, and read up some tutorial on texturing alignment and sizing.
Hey, it's a lot better than some maps I've seen. At least it's not full-bright.
I liked the crazy alien sounds ~ well at the beginning.. ^^
the second headcrab was stuck in the wall ^^ (btw I had a flashlight and a suit because there was no cfg file i had a crowbar and a pistol too)
You can definetly improve your mapping skills. Try to make the objects look like they got a correct size (texturing). dont add new brushes infront of a wall to make doors. carve them if you dont know better ^_^"
The zombie in the hall just spawned over and over again without a reason.
Make him come out of a hole or something if you must ^,^
The dark room was a bit annoying, but it was fun to find the button and the light switch as well. The map was a bit short ^^ if you play it with 10 ppl this map will take 2 minutes xD
btw was there a reason for the baverage machine to explode xD? ??
well nice one for your first svencoop map! seen worse
Oops, thought it was for HL.
But all the architectural/lighting gripes I had still remain. And about the game_end, it never triggered for me. Don't know why.
I didn't get too far by myself, but what I saw looked ok, if not a little plain.
In those little rooms you have SO much "room" to add nice detail props and other detail work like trims and fixtures. those doors in the first room did look nice though
You streteched some of the textures too much like the walls in the first room. Look at the dimensions of the texture. In most cases--especially for walls--scale them to exactly what the dimensions are to get the right scale.
For example, that fifties_wall you used in the first room's dimensions are 128x128. Set the x scale and y scale to 1.28 and it will look the way it's supposed to.
As you get more experieced, you'll realize when to bend and break this rule for certain cases and effects, but in general it's a pretty good rule to follow imo.