This is my first Cs:S map, though that does not mean I havent used Hammer before. My clan wanted to make a map for tryouts and so Texture_Towers was born. We felt that it was more then a tryout map and we decided to put it up online. I hope you enjoy it!
Took 26.2 hours.
This map is an aim map that uses only dev texures
(im not trying to get in an argument if this is where its going >_<)
I can actually see why people would find these maps fun, believe it or not. But I would never actually truely consider these maps complete, or worth it.
So if you convert the existing official maps, say, cs_office, into a dev texture map, it would be BETTER?
I just don't understand why dev textures are BETTER than detailed texturing.
Satchmo, I wouldn't say dev texture maps are bett
er then any other maps. Nor am I saying adding textures to map is less fun. I think dev textures are fun because you can focus more on the game then eye candy. That might be a bad way to put but it is hard to explain. It could also be that the games feel slightly more intense because the character models colors compared to the dev textures are opposites thus it is easier to spot each otehr faster. This does not mean I don't play office or dust once in awhile those maps are awesome maps no matter how you look at them.
Remember this is just my opinion. I can't speak for everyone. I just happen to enjoy dev texture maps and that's why I made one. I don't see why I am going though so much criticism about the map having no textures then I am about the maps design and such. Yes, I understand the map has not textures people! Even if I was to add textures, the way I designed the map, textures wouldn't look very good in the long run.
I disagree with dev textured maps, but you defended their purpose with reason and patience unlike the majority of DEV texture mappers. ("WTF LOL THIS MAPP PWNS STFU TEXTOORS MAKE IT LAG LOLOLOLOLOL")
I apologise whole-heartedly for judging this from the screenshot alone and i shall make a point of downloading and reviewing it to apologise.
[edit]
but i'ma have to kick your butt for being called "hunter" ;D
Well thanks for apologizing...The Hunter I look forward for a review. Now onto the next project, away!
Architecture:
While very blocky, the architecture is at least functional. Every brush has notably been placed with reason and gameplay in mind. Really nothing special, though.
Texturing:
I've actually seen some examples of dev texture maps which were pulled off nicely, but sadly this is not one of them. Blatantly no time at all has been spent on even the simplest texturing musts like alignment. The tops of rails and ladders are where this is most notably flawed.
Sorry, but it's just bad.
Lighting:
Nothing special at all here either. Lights have no sources at all and shadows are poorly defined. You could at least have changed the lightmap grid on the floor to 1 to get some interesting shadows going.
Gameplay:
As generic as they come. Adds nothing new at all to the dev texture CSS format and contains several poor design elements. Imagine those spawn rooms on a busy server. It'd take about a minute just to get everyone down the ladders.
Overall:
I'm very sorry, but this really is not a good map. It shows good knowledge of the Hammer environment, but has far more negative points than otherwise.
Not only is it lacking real textures, but the DEV textures haven't even been applied with care.
a very disapointed 2 stars.
One thing that I don't understand is that you mentioned something about changing the "lightmap grid on the floor to 1". What exactly do you mean by that? If you don't want to post on here you can pm if you like. Thanks!
Lightmaps didn't exist back then.
it's really very simple.
Shift + a to bring up the texture face properties thingie, then change the lightmap grid number to something like 1 or 2.. lower the number, the more defined your shadows are. makes sexy maps.
Don't do it on every face or your RAD compile will take decades.
Also, if you're wanting more reviews from me, you're going to have to make it here ;D
Ok so thats why my I thought my shadows were bleh. Thanks for tge tip
Ah, I see now..well..i'll just have to do just that then
Ive been making model with Maya and so switching to Hammer again screwed up how I did alot of things. There UI's are completely different and it was the worse experience possible. I kept trying to use WASD in Maya which is silly because you can't @_@
As for the map - playtested it with Hunteh, so for my review:
What he said, plus don't overlook ambience next time. Soundscapes have loads of awesome potential you can utilize in your Source maps.
Soundscapes? is that like...sounds in the level? probably a stupid question lol
Sure, you can set the grid density all you want in Hammer, but it does not translate into sharper shadows ingame. I suspect it's because dev textures are never meant to look good. It's purely functional. So the compiler ignores the gridmap information when it comes to dev textures.
I know this for a fact because I tried to overlay gridmap on a dev texture map before, and it didn't work.
you have absolutely no idea what "texture_" maps are, don't you?