This is my entery for the water compo. I posted it so people would give me some constructive comment and then I might think of ways to improve it. So please don't only say that is sucks or rocks, explain how I could improve it.
This map is for sight seeing only, no gameplay.
Where to begin.. The architecture's extremely sexy. Love the arched ceilings and the textures there. The pool is also very nicely made, I really liked the detail there.
The overall texturing is very nice. The frescos on the ceilings really add to the temple-ish feeling.
I'd say, that the lighting and ambience need improving. The yellow lighting in the corners doesn't add to the water feeling of the map. The fire torches look out of place too. Make something more fitting, like a plant-like blue-ish light, or something.
The ambience overall was a bit.. weak. I think the map needs some background ambience (try the cave ambience sounds from HL2) to strengthen the feel. The burning fire sounds didn't fit the theme at all. If you want to keep them - a least make them a bit more silent.
Even with the small glitches - the map was quite spectacular. Improve it and you've got yourself a trophy-winner.
As for lighting... something bluish? All the light sources I know are electric, torches, alien, holy and netural. It can't be electric for the map is of an acient temple, and since it's clean it doesn't look like it is old and was lost for a thosand years untill it was discovered. I don't want alien from an obvious reason, doesn't fit the theme. Netural is ok and can be blue too but the only thing I can think of is water and it'll look silly. Holy maybe, like the one around the statue.
But what did you have in mind, I'd like to know what you mean by plant-like.
But my problem is that it'll look extremely boring with only one kind of lighting, blue. Maps need contrast, plus having this yellow light makes the blue parts more high lighted. It also gives me a nice feeling about the place, makes it look more like acient times where there was no strong electric lighting that produced a strong WHITE light. Also yellow and blue are the oppisite colours so each one high light the other, especially when it comes to textures.
Thanks for your comment.
Besides some places where you used the null texture and the void can be seen, texturing is great. (remember to use gl_clear 1 to see what faces have null)
As for the water, I don't really like the bright blue you picked. And my ripple effect is better achieved with scroll textures, as seen in Idol Hunt.
Thanks for all the comments. I can still change it for I can't compile it for a few days and I still need to think more on places.
- Big ol' leak right in the front, where the door curls backward.
- Go behind the model of the god and you can see the glowy thing through him.
- Feel is somewhat misleading. It is beautiful, but there is a bloody table for sacrifice to the gods, which gives it a... freaky feel. In a video game, blood = human blood.
- Fire sound hurt my ears, and was behind the door for some reason... not by the... well... fire.
- Small, no actual gameplay, or even background story of what it is.
- For some nice shiny gold models, the walls are REALLY cracked. inconsistant. Is it old or new? there are in tact paintings on the ceiling and walls, yet... everything is all cracked up.
+ Great Feel and environment.
+ Love your water
+ Good Models
+ Looks beautiful
Some damn fine mapping by Elon! To all Elon haters (looks at m0p): Elon might be dumb in your eyes, his mapping is pretty darn impressive!
R_speeds r_crap (5000 +) but it ran fine on my machine. No lag or framedrops for me.
I agree with all the stuff mentioned by Bratty, but im adding this:
- config.cfg included in your mod folder. I don't want to play with your keyboard settings, i have my own!
+ I see a lot of Alt + Rightclick usage, for best texturing results. Way to go!
About the leak, it's nothing, the seem between the doors was covered with a small clip brush, so I just didn't notice the small brush bellow the door. As for the glowy thing, it's a Hl1 bug, env_glows are seen through models. Maybe I should block the player from getting around that statue.
I don't see whats misleading about the table. Nearly every god asked for sucrifices and some of them had temples that looked just as pretty. For example: The devouring Moloch, Inca, Yehova(God, though he didn't ask for human sucrifice) and there are plenty more. I guess they must have poured water into the victims mouth then when his soul left him cut off his head. I must add the tools that were used. Fire sounds were already tuned and moved the ambient from the door to the torches. Cracked? I didn't mean it, I wanted it to look like marbel, maybe I sould try to make a better marble overlay texture.
Gameplay? This is a compo entery! There isn't sepposed to be any, plus what kind of enemies can I put in this map? All the Hl1 ones don't fit! I might think of adding some puzzles though, then again I might not for I'm not good at puzzles.
Some great mapping here, along with the models and textures it makes it look great.
I would like to see some gameplay in this if you continue further.
Some things I liked were
+ Great architecture
+ Nice word with the texturing
+ 20000% better then anything I can make (But I guess thats easy)
Only thing I didn't like was the door, From memory it looked a bit plain. Would have been nice to have some metal over it or something to make it look a bit fortified.
+ Archetecture, texturing, lighting, and overall design was very, very well done.
= Ambiance was kinda off, maybe its just the defaults. Since being in a minimod format, you could have fished up some sounds.
- Could've used a scroll_textures for smoother waterfall animations.
- water felt default. with new textures, you could've done up a better texture, not just that, there are better looking ways to apply it.