Outdoor terrain needs variance. There was more variance in the HL1 version.
Looks like someone is afraid of displacements.
Outdoor terrain needs variance. There was more variance in the HL1 version.
Looks like someone is afraid of displacements.
Quote from -Stratesiz-It looks too bland and simple. Too HL1 CS like. The indoors look plain even on HL1 standards. Brushwork is plain and blocky.The usage of textures is repetitive and dull without contrast. Lighting looks flat and unnatural as well. The outdoor terrain looks too repetitive.
100% disagree. A dont see any blocky brushwork at all. The textures inside are used very nice, players can easy differs between upper and lower bombspot. Its a very nice map at all, I cant await to play this beautiful map.
Quote from Fruchtzwerg100% disagree. A dont see any blocky brushwork at all. The textures inside are used very nice, players can easy differs between upper and lower bombspot. Its a very nice map at all, I cant await to play this beautiful map.
I'd rather agree with Stratty, its only the static props that make the map "better" looking.
So? That's the point of static meshes after all. I think it's a nice looking map, props are used efficently. The interiors do look blocky and kinda uninteresting but that can be improved upon easily. It's a good start!
Oh and i dig the lighting.
I really dont like it. Too dark, too much trash, and varying quality through out.
Especially these areas need work:
You need to make them look more detailed and add more depth. They seem to have about the same level of detail as HL1 CS. At the moment the areas look rather unrealistic. A lot of the surfaces are dragged and the overall room shape is very square like.
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke12gross.jpg]
The 2nd floor passage is way too simple. It needs more definement.
That orange light to the left looks very odd, especially when there is no light source.
I assume the red is some sort of gas but it's just too red at the moment.
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke13gross.jpg]
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke14gross.jpg]
The ramp is too simple and unrealistic. It's too long because there really isn't much room to move objects to the other side of the ramp. It goes almost directly into the pool. The spot lights in the ceiling don't really provide a very natural lighting, especially when there is a pool in the middle of the room. I advise you to make the lights less like spot lights and add some different lights for the pool itself.
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke10gross.jpg]
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke16gross.jpg]
This area looks like a hollowed box with a bunch of models scattered around. It doesn't look very natural.
The overall placement and usage of lights is rather odd. Try to look for some reference shots of similar buildings and whatnot.
The outdoor areas look fairly good brushwise but they lack some contrast as well. All the colors and textures seem to blend into one another making it look very monotonic. Use some additional lighting to highlight certain details and surfaces to make it look more detailed and interesting. The lighting is a powerful tool, use it more efficiently.
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke6gross.jpg]
This building wall in this area in particular looks very grey and dull. The textures aren't the best possible. However, adding some lighting could do wonders.
[Blocked Image: http://nordlichtclan.ngz-server.de/coolebilder/mapbilder/nuke2gross.jpg]The outdoor cliffs look repetitive, partly because they look too systematic and partly due to textures repeating.
All in all, the outdoor areas look ok, but the indoor areas need a lot of work.
I hope this helps you.
Too dark imo. I love that blue water thingy :wink:
Valve never bought de_nuke? Really?
Why is it included in CS then? How can they distribute it via Steam and whatnot?
Valve bought all the CS 1.0 final maps including Nuke. They cant distribute it to customers without owning rights to it...
nuke wasnt in cs1.0 was it
It's been included there since the early beta days...
many maps were included in the beta days, only a few went retail. I think nuke was one that didnt go retail but still was very popular afterwards
"Hey let's stuff this HL1-like brushwork with a shitload of props"
Personally, i really don't like this map. I like the layout, it's brilliant. But the graphics shouldn't be like this. The brushwork is plain and boring, the terrain looks a bit odd, i don't like the kind of maps that are built in some kind of crater surrounded my hills that are just too high, it doesn't make a believable setting. The colors are chosen alright on the outside, but are not subtle enough on the inside. To me, the props look randomly placed. Just adding many details to a level doesn't make it more realistic when those details are not added in the right way. Whoever made this should take a close look at how Valve ported de_prodigy to the Source engine, they did a great job. And besides all that, i think the new version of de_nuke should have very little props and a good framerate, so it can be used for league play as well.
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