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Taking feedback for my map, workshop link in thread

  • Vorontsov
  • April 30, 2015 at 4:57 PM
  • Vorontsov
    • April 30, 2015 at 4:57 PM
    • #1

    Hey guys sorry if this is supposed to be in the work release but I fugred it's better here since it's not a "work release", I uploaded what I have made so far to the workshop for one specific purpose; to let the lovely people with good eyes here at mapcore help me or give me feedback on certain things.


    The only area that you need to pay attention to and give feedback is the CT Spawn to be honest, everything else is irrelevant. I am shit at lighting and I wish hammer had some sort of realtime thing or plugin where you could see what the hell you are doing with the light..


    EDIT: I'm retarded and didn't add a workshop link to the steamcornmunity rofl. http://steamcommunity.com/sharedfiles/fi…s/?id=434732472


    The feedback I'm looking for is mainly aesthetic I guess, as in "what to add, remove, change" etc. I feel like more than my set of eyes could be healthy. Thanks in advance.


    The bumpmapping in these pictures are off for some reason.. well shit. I hope it will do anyways <3<3


    [Blocked Image: http://i.imgur.com/Ujznjvz.jpg]


    [Blocked Image: http://i.imgur.com/1d9igFe.jpg]


    [Blocked Image: http://i.imgur.com/PQBU2TR.jpg]


    [Blocked Image: http://i.imgur.com/cGp5Khz.jpg]


    [Blocked Image: http://i.imgur.com/6JJ8LuF.jpg]


    [Blocked Image: http://i.imgur.com/mkGBpWn.jpg]


    [Blocked Image: http://i.imgur.com/qrFCDxT.jpg]


    [Blocked Image: http://i.imgur.com/Apow2QI.jpg]

  • Vorontsov
    • April 30, 2015 at 5:39 PM
    • #2

    5 subscribers still no feedback :<

  • Vorontsov
    • April 30, 2015 at 8:34 PM
    • #3

    Going to wait until later / tomorrow until someone gives me something to bite.

  • TheGuma
    • April 30, 2015 at 8:48 PM
    • #4

    Change the description, add some screenshots. These are my first suggestions before I download the map, mainly because my bandwidth is not that good

  • Vorontsov
    • April 30, 2015 at 10:53 PM
    • #5
    Quote from TheGuma

    Change the description, add some screenshots. These are my first suggestions before I download the map, mainly because my bandwidth is not that good


    45 mb (with custom material etc) and it's just to give feedback on the ct spawn.. I'm not going to flesh out descriptions and other stuff as of now

  • Smileytopin
    • April 30, 2015 at 11:12 PM
    • #6

    Yeah, if you want people to even bother viewing your map, add a few screenshots and possibly a description...

  • Squad
    • April 30, 2015 at 11:15 PM
    • #7

    What TheGuma and Smileytopin said: no pics = no clicks.


    In this case, I suggest you take some pictures ingame of the area you want feedback on and post them here. Not a lot of people (if any) are gonna bother with subscribing to it on the workshop to go check out the issues ingame.

  • Vorontsov
    • April 30, 2015 at 11:17 PM
    • #8

    Why are everyone obsessed with a useless description at this stage?


    I'll upload some more screens tomorrow but I fear that then people will just judge from the screenshots and make irrelevant statements rather than checking it out live for themselves. Gotta catch some sleep first.

  • Squad
    • April 30, 2015 at 11:20 PM
    • #9

    It's not about the map's description at all. You're asking for others to help, so the least you could do is post some pictures here. That's all

  • Vorontsov
    • April 30, 2015 at 11:27 PM
    • #10
    Quote from Squad

    It's not about the map's description at all. You're asking for others to help, so the least you could do is post some pictures here. That's all


    Made the better decision and took some pictures before sleep instead so freedom land can judge it aswell!

    I put myself in a fucked up position because the compile that I took these pictures from aren't very outdated at all but small changes have been made, and the one in the workshop is the more outdated one. Since both of these versions (picture and workshop) I've made changes I guess you can say, but hopefully people can get a rought idea anyways!


    http://imgur.com/a/Vuszl

  • AkatsukiUK
    • April 30, 2015 at 11:42 PM
    • #11

    Well your comments had me intrigued so I subscribed. To be honest there is so little here at the moment to give much feedback on for subbing ( I know it's a work in progress, but this seems quite early).


    The shaping appears quite nice, but because of the clean look to the lines you will need some really solid looking textures to carry the rest of the level if you're using this early area to iterate from for the rest of the map.


    A description is just as powerful as screenshots in my book . Before you buy a game or look at a preview of a new title in the works, you look at images and then the creators description.


    Even if you don't have an idea yet as to how evil these terrorists have been, try writing some sort of story about the level. It will get us interested and also inspire you in designing the rest of the level. For example, you have what looks like some sort of reception/security control desks in the next area. Is this where workers would check in? where would they head next...perhaps a staff room or meeting room to discuss the days work? I am getting a science facility feel from your level so far.

  • Vorontsov
    • April 30, 2015 at 11:47 PM
    • #12

    I appreciate that I alredy got two responses from high profile people who make good maps and have experience, thanks. When I uploaded this I had more in mind of "does this look okay, where do I need to change and what do I need to change, is the lighting as shit as I think it is" and so on. Yeah I was originally going to greybox everything but then this happend so I'm just going to finish the ct spawn up and greybox the rest of the map!

  • AkatsukiUK
    • April 30, 2015 at 11:58 PM
    • #13

    Sounds like a plan .


    The lighting will change a lot, what you have now is perfectly fine to start with. For example, just changing a texture will suddenly make that previously perfectly lit room look really bad.


    I don't know if this might be a help to you, and just to state I am always learning too. I wrote a blog detailing my process I follow when making levels here:


    Prototyping


    I can't really comment as regards to Hammer as well as the other members on this forum, but my link might help you in forming the rest of your level. Don't take it as a literal how to, over time you will have a process that you really like to follow


    My final advice is focus on the design not the art first. It's much better that something looks like crap but plays really well, because it is so much easier to make changes to the art than it is to floor spaces. So when you feel happy with the layout, tell us about that, the art and fancy flossing will come later.


    and...yes yes if you make it look nice at the start people will subscribe, but you will lose them soon after if it doesn't play well. There is a reason the industry has 3d and environment artists, the designers design and the artists make it look pretty, but everyone will have a say. Don't be put off by low subs or ratings either, the best mappers are the ones that keep their subscribers.

  • Squad
    • May 1, 2015 at 1:28 AM
    • #14
    Quote from Squad

    It's not about the map's description at all. You're asking for others to help, so the least you could do is post some pictures here. That's all


    Quote from AkatsukiUK

    A description is just as powerful as screenshots in my book .


    I meant the workshop description, my bad if that wasn't clear But a short description on the theme of the level would indeed be helpful (location, type of place, etc).


    That being said, judging from the pictures it seems to be an office building. What kind of office building are you making? Modern? Oldfashioned (70's or so)? Any specifics of what Vorontsoff Industries produce/provide?

  • Vorontsov
    • May 1, 2015 at 10:38 AM
    • #15
    Quote from Squad

    That being said, judging from the pictures it seems to be an office building. What kind of office building are you making? Modern? Oldfashioned (70's or so)? Any specifics of what Vorontsoff Industries produce/provide?


    I got the inspiration from the clean style of Mirror's Edge, I have in mind that the industries will produce something like biological weapons. I'm not sure how much of the map will be on the inside, I might change a lot.


    What are your thoughts on the CT Spawn so far? Does it look okay?


    Also am I the only one who has to fiddle around with console commands to get all the bump maps and such working perfectly or is there anyone else who went into the map and had no bump maps? If it's only an issue on my end then I know what it is (the autoexec) but for everyone else it's fine right?

  • Vorontsov
    • May 1, 2015 at 10:42 AM
    • #16
    Quote from AkatsukiUK

    Prototyping


    I liked it a lot but how does it feel to prototype and block out in hammer with such bright textures in the editor? Why not some nice combination of dev textures or having everything in nodraw and blocking out in lightmap grid mode or flat? I know people like to do things differently but those materials in the editor seemed a bit like a strain on the eye that was hard to see what you were blocking / editing

  • AkatsukiUK
    • May 1, 2015 at 11:09 AM
    • #17

    Ha yea that texture isn't great, but it was not as bright as it looked within the editor. Sketchup was essentially my grey boxing phase.

  • Vorontsov
    • May 1, 2015 at 12:21 PM
    • #18
    Quote from AkatsukiUK

    Ha yea that texture isn't great, but it was not as bright as it looked within the editor. Sketchup was essentially my grey boxing phase.


    Are you good with creating models for the source engine? If so how do you go about it? Sketchup / 3ds max? I'm shit with 3ds max and i would love to git gud but I have learned / applied a good process to get it into source with proper scale aswell

  • AkatsukiUK
    • May 1, 2015 at 12:34 PM
    • #19

    I have knowledge of creating 3d work in other packages but not for Source I am afraid, so hopefully you will get one of the many talented artists on this forum to reply to that question. There are plenty of tutorial resources out there though.


    As for packages, Sketchup is really good at creating fast prototype layouts. You still have to remake it again however in your editor of choice, unless you import the assets into it, but I have never tried this process.


    Any artist will tell you that scale is half the battle won . Stick with it though, 3d work is not something you can really learn overnight. If this is your first proper map I would maybe keep that side of things simple. Try to keep with the stock textures/assets, because the work load will escalate very quickly and you might lose motivation.

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