This is my entry for TWHL's 2006 Source Competition.
After trying the other entries I now know I shant win any place but I did enjoy making it and the reward for it is a nice portfolio piece in my recreating folder.
Thanks folks.
Notes: This map uses both CS:S and HL2 Materials so copy them over or you miss out. - To save time - Gmod uses all materials so you can play it in that mod as well.
Good luck to Trapt, Kasperg and Doodle. - Who I know will get 1st, 2nd and 3rd.
Congrats on fixing the train problem.
A few things: Half-way through I just noticed 'Unique Theme' and tried to change my ideas...It was too late so I spent a 'VERY' long time recreating everything. If you copied ba_tram1 over it then you'd get a pretty close scale.
I got lazy near the end and as you can tell from the cave...A bit blocky.
I could have used displacements but I'm still not confident with them yet so I opted for faithful blocks.
The train was so simple...I had FX set to 0 instead of 255. >_<
wtf?
Well, it looks nice!
Why didn't I think of copying them over..
Comment Read Maddymoo - Shame this isn't a voting competiton eh
Anyway, I dont know if I will rate it since you thought it was supposed to be a exact recreation.
It really needed displacements.
The env_sun was too big.
everything was too blocky.
It was a good recreation of the map to the EXACT brushwork.
The curve for the train stop area on the roof was nice.
Thats really all I can say. It was really missing the "source" feeling too I guess. Felt like HL1.
I do understand it is an exact recreation, so thats why I will not rate.
If you made the rocks displacements that would really make a BIG difference.
A little trick I do for displacements, is I transform the brushwork down with the map (a copy of course) and create the displacement while its small. it prevents spiky terrain, and lumps. Resize it, and place
If it was a Hl1 map I would give it a 5.
A source map, it gets a 3.
I haven't played it yet but I'll find some time today...
tbh the 3d skybox looks like the best part of the map... in terms of 'sourcified'ness.
Although you were going for a recreation... next time you could add a lot of brushwork to the existing buildings...to beef em up a bit and give them a better feel.
I think everyone used displacements... so it's a shame you didn't... try making a few test maps with them until you get confident, so you can use them when another compo comes along.
For instance: the sand seems to bring the map down (not talking about the skybox in this case) , generally because it's so repetitive.. the dust blend textures would've helped.. and are generally a preferable option.
yeh 3 or 2/5 because of the obvious mainly. (and the others deserve the 4's and 5's :P)
This map is WAY below your standards, Mr. Habboi. No displacements and blocky architecture meant the only real improvements over the original was the lighting and 3d skybox.
Also, you've marked the map as CS:S, and you've got the zip set up with HL2 structure! This is RIDICULOUS, as if you open in CS:S there are no player starts, and if you open in HL2 there are a whole bunch of missing textures which you should've included in the zip. Asking people to copy over CS:S textures to HL2 is stupid, especially when people won't know WHICH to copy over and would have to copy all of them over.
Habboi, I know you can do better than this. I was seriously disappointed with this effort.
2 stars (sorry :<)
So had I used displacements and added detail I would get a better rating right? I can understand the displacement part but I cannot agree to more detail on anything else. Buildings don't get more realistic than that and my artistic designs stretch no further.
I'm happy with the result, first real SP map I've ever made and it works out as a great portfolio piece for the recreating part.
Anyway thanks for the reviews because I was expecting replies like that. One more thing...I had it set to HL2 but Kasperg suggested otherwise. - Blame him.
This map is WAY below your standards, Mr. Habboi.
This line makes me smile because you think my standards are better and that touches me. Thanks.
Vertical depth and in general more interesting architecture on the buildings were certainly possible. Your buildings almost seemed like textured blocks with windows on them.
As for the criticism, I apologise for maybe seeming too harsh, but it's how I feel on the matter and I'd like my opinion to be noted. And yes, NAUGHTY KASPERG!
Good luck. =)
http://www.geocities.com/cofrdrbob/pakrat.html
Its got a 1 min video tutorial too to use it. (Even though its sooo easy to use anyway. It scans the BSP for custom content and adds all to the BSP so it can be played in any mod! XD)
I honestly dont think its worht more than 2/3 stars.. I told you on MSN to use displacements and you didnt.. Silly decision i think.
welcome to the fold
also a warning about pakrat which isn't a sure fire method of getting ALL of your custom stuff in the BSP, it has worked sometimes fully and other times it won't grab many textures. The author does know this and has improved it somewhat. Just a shoutout to the twhl pakrat users.