A n00b question for ALL :) Created 19 years ago2005-01-30 21:42:02 UTC by slick337 slick337

Created 19 years ago2005-01-30 21:42:02 UTC by slick337 slick337

Posted 19 years ago2005-01-30 21:42:02 UTC Post #87108
ei ...
Is it normal to put many crates in your map...
because some people have comments about my map having crates on it....
For me.. mmm i think it is normal. because my map is in a Deathmatch type... so i made crates for it acts as an obstacle for the palyers ...

take a look at mmy map -->aim_map2005
Thanks
Posted 19 years ago2005-01-30 21:44:51 UTC Post #87110
Crates used to be innovative.

Crates are just too boring now.
AJ AJGlorious Overlord
Posted 19 years ago2005-01-30 22:30:57 UTC Post #87120
so, wazzup ! i mean, what do you mean its boring ?
Posted 19 years ago2005-01-30 22:38:06 UTC Post #87123
It's been done SO many times before. Basically, it's become a sign of unimaginative mapping.
AJ AJGlorious Overlord
Posted 19 years ago2005-01-30 22:43:54 UTC Post #87126
It's like:

"YAY! Empty space! Let's put a crate there."
Trapt Traptlegend
Posted 19 years ago2005-01-30 22:49:43 UTC Post #87128
But what shoud i do with it ? i mean if my map does not have crates then it will look like a plane room...isn't it ?
Posted 19 years ago2005-01-30 22:58:58 UTC Post #87131
Think of other things that can go in there. Maybe have only 1 or 2 crates.
AJ AJGlorious Overlord
Posted 19 years ago2005-01-31 00:26:30 UTC Post #87154
Add pipes, vents, wall and ceiling variations, or make support pillars.
Posted 19 years ago2005-01-31 00:30:14 UTC Post #87155
Pretend it's a real place and think what would fit in there. (besides a ton of crates)
Posted 19 years ago2005-01-31 00:32:19 UTC Post #87157
Shelves for the crates? X)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-31 00:55:50 UTC Post #87162
Don't forget light fixtures and cables and whatnot. Geez theres lots to put in a room besides crates!
Posted 19 years ago2005-01-31 01:30:24 UTC Post #87163
hey..
What if will i put some hostages and a BOMBSITE :cool: ? LOLl
Pictue this : A small room with some hostages and a bomb target..
that would be cs_de_aim_map2005 !!!! LOL ! hahahahaha

HUH !

I cant think of any obstacle that would fit my map...
maybe i'll just leave it that way, and besides.. i am currently making a new map and i think my new map is more interesting compare to my old one :)
Posted 19 years ago2005-01-31 06:35:08 UTC Post #87214
I totally agree with VOX. When there is something that looks plain in my maps, I think of the area that this room represents, and what could fit to that theme. So - pipes, machinery, maybe even windows or laser-pipes.

Crates are fun to break, but if u're a realist like me, you"ll have to think about how they got there in the first place and why they are stored where they are stored.

:nuts:
Posted 19 years ago2005-01-31 17:06:14 UTC Post #87336
Make "interesting" crates - that look different from any other crates in other maps (new textures do the trick)

> Machinery is a good alternative, yes.
Posted 19 years ago2005-01-31 17:16:55 UTC Post #87347
add something that makes your map special then other cs maps? :nuts:
Like a secret,undergr. tunnel or something?
Posted 19 years ago2005-02-01 03:06:56 UTC Post #87412
creative use of func_rotatings, func_trains, etc. can get you some pretty cool machinery and stuff. It's all about creativity and gameplay, which is sometimes ignored. It's always good to think about a map and do it out on paper before you actually do it. Poor gameplay ruins a map, no matter how pretty it is. For replacing crates, use barrels, cars, etc. anything that'll break or blow up. Some stuff like that should be indestructible though, it's good to have some decent cover.
Posted 19 years ago2005-02-01 09:23:57 UTC Post #87437
a map and do it out on paper before you actually do it.
I always do that :lol:
Posted 19 years ago2005-02-01 10:27:28 UTC Post #87450
Maybe a plane (if you have some good VM skills and you have the time or if you can find a plane model)? It reminds me of a hangar...
Posted 19 years ago2005-02-06 21:50:55 UTC Post #88618
WOW!! all of you have a great sudgestions :)

All i can say is THNKS TO U GUYS !! ;)
Posted 19 years ago2005-02-07 00:22:01 UTC Post #88640
You need to be creative. That is what being a mapper is all about.

Create complex objects using advanced VM techniques. That will awe your players. People do not want the same thing over and over again. Come up with something new, like have a series of pipes go throughout that room, some big enough to walk through, some so you have to duck, some angled, some moving, some rolling, whatever, but make sure you keep your players interested in the map, or they will not play again.
Posted 19 years ago2005-02-07 18:17:30 UTC Post #88801
I like to use goombas in the 'gib model' attribute instead of wood or MREs or the like. Crates are ok if you're in a whorehouse, distribution center, supply depot...but they don't belong at the diner, or in the middle of the river, and what not. If you have a space ship, use ultra-modern storage conatiners, not HL crates in true willy nilly fascist.

If you find yourself in a situation where the use of a crate seems appropriate, make them look pretty. Add some hazmat labels, or make it look opened or broken, or something different than the original texture.

Personally, I put goombas as the gibs for the crates. This seems break up the tension, in an otherwise scary map. This one time, my friend Mark suggested I use some palm tree mdl instead of goombas. Needless to say, I was tempted to direct rage towards his general direction. Instead, I just pretended that he didn't really suggest it. After-all, there is no use in making a juhunga out of something, that is, unless a full juhunga is warranted.

Happy Mapping!
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