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de_sidewalk

  • Pingu_swe
  • May 5, 2006 at 7:19 PM
  • Pingu_swe
    • May 5, 2006 at 7:19 PM
    • #1

    Hi, Im new here at mapcore. I want to show you guys my map de_sidewalk.

    Map name: de_sidewalk

    Map type: Bomb Defuse

    Author: Emil "Pingu" Fridell

    E-mail: [email protected]

    Number of players: 32

    De_sidewalk combines long-range firefights on open streets together

    with closecombat in narrow alleys.

    The gameplay is balanced and allowes you to practise teamplay.

    The roofs in the middle are accessible via a ladder and they are idle for snipers

    as they have view over the bombsites.

    Updates 2006-05-02

    --------

    * added decals showing directions to bombsites

    * improved fps

    * fixed some "missing textures"

    * removed HDR -since it only brought troubles-

    * max players set to 40

    [Blocked Image: http://hem.spray.se/furuslatt/de_sidewalk/de_sidewalk1.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/de_sidewalk/de_sidewalk2.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/de_sidewalk/de_sidewalk3.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/de_sidewalk/de_sidewalk4.jpg]

    [Blocked Image: http://hem.spray.se/furuslatt/de_sidewalk/de_sidewalk-overview.jpg]

    Download: http://%7boption%7d

  • curman
    • May 5, 2006 at 7:31 PM
    • #2

    kinda ironic cause of the map name, but your sidewalks are kinda a shitty texture pick. then again theres like only 1 sidewalk texture in hl2

  • Mazy
    • May 5, 2006 at 8:15 PM
    • #3
    Quote from curman

    kinda ironic cause of the map name, but your sidewalks are kinda a shitty texture pick. then again theres like only 1 sidewalk texture in hl2

    Exactly, I'd seriously consider changing it to something better.

    Apart from that it looks fairly good, although the buildings look kinda weird :G

  • Bic-B@ll
    • May 5, 2006 at 8:18 PM
    • #4

    it looks too blocky, the buildings are made up of mostly 90 degree angles and are completely flat. i'd suggest adding awnings, balconies, flower pots, window frames etc to break it up. on top of that it always looks nicer if you add roof tops that extend a bit over the edges to wrap things up nicely.

    it does look pretty nice though, i like the layout and the smoothness of the streets

  • AndrewDragon
    • May 5, 2006 at 9:09 PM
    • #5

    Too flat buildings

  • Pingu_swe
    • May 5, 2006 at 9:34 PM
    • #6

    Thanks for the comments guys. I totally agree with you. My main goal was to make a map with great gameplay, the visual came second (Im only saing this becuase I couldnt do it better ). What do you think about the layout?

  • curman
    • May 5, 2006 at 9:39 PM
    • #7

    It's good, but if that was your original plant than you really havn't much problem with stage 1. It's really hard to produce a map that really captures a real realistic level regarding streets and sidewalks. I mean to have everything like power-lines, phone booths, benches, bus stops, side markets, street lights takes a lot of effort to get right to make up a good map.

    But yeah, you need a more pronounced definition of the building qualities. I guess suggesting more types of door-enterances is an idea, a lot of public buildings or apartments like you featured contain stoops. (Stairwells). Might want to try that.

  • [TLR]CromWell
    • May 6, 2006 at 1:44 AM
    • #8

    My personal Opinion.

    Here my ranking for a good map:

    1. GamePlay/Layout and FPS are most important !!!

    2. Sound. A Map without proper AmbientSounds is to sterile and lacks of Atmosphere.

    3. Interactivity. Most Mappers make Maps, where you cannot interact with the Enviroment. I find this very boring. E.G: Ladders, which you cannot climb, weapons which you cannot pick up, etc....

    4. Lighting. All the same level of Light is not natural and makes a Map too artificial.

    5. Variety in texturing. Everywhere the same textures or no custom textures is not good for the Atmosphere, too.

    .... to be continued

  • curman
    • May 6, 2006 at 2:25 AM
    • #9

    Sound? Dunno, for multiplayer experiences like CS:S and such I rarely think about sounds unless its footsteps. I would never consider it that insanely large of a scale from 1-5 of importance, only really if its a singleplayer mod. Scary music in a singleplayer experience really can set the game up to be great.

  • RA7
    • May 6, 2006 at 3:06 PM
    • #10

    Good work, will add mirror at LanmaniaX

  • Magikus
    • May 7, 2006 at 5:45 PM
    • #11

    curman I disagree. I think sound is the most underestimated feature in cs:s. I believe the thing ist, that you recognize it on a rather unconscious way. If you step into an area and you get the right ambient sounds and some sounds from birds, generators etc. then the the whole scene is a lot better than a scene without sounds. You feel it, but you don't really know it

    Of course it doesn't really matter if you are fighting with your biggest enemy, but the prettiest graphics don't matter either then

  • Zacker
    • May 7, 2006 at 6:45 PM
    • #12

    I see that you only got one or two rooftops with the nodraw texture on. Unless all of those others are really visible, then you should really consider to apply a nodraw texture.

  • Minos
    • May 8, 2006 at 2:38 AM
    • #13

    Although the buildings look pretty flat the atmosphere and the theme are good imo. I like it.

  • [TLR]CromWell
    • May 9, 2006 at 1:27 AM
    • #14

    Thx Magikus

    In my opinion, the map De_Eternal_Darkness is a good example for how much a proper sound ambience can do for a map experience.

    Check it out, it's worth it!

  • Spellbinder
    • May 9, 2006 at 3:38 PM
    • #15

    I talked to my sisters son the other day about the bots in css (I DONT HAVE INTERNET YET! (Also bots are humans too!)) and how they would react on a custom map.

    Any way i was thinking of trying one out so i guess this will due.

    Ill let you know what i think when im done.

    Spellbinder.

  • Pingu_swe
    • May 9, 2006 at 7:29 PM
    • #16

    Thanks for the comments, I using it as guideline for my future maps.

    I hope you like my map even if and dont have much sounds in my map,[TLR]CromWell.

    Thanks for the mirror RA7.

  • cdxx
    • May 9, 2006 at 8:34 PM
    • #17

    i played this on a server last night and thought it was alot of fun.

    Thinks I liked:

    - Layout, i thought the different paths ans shortcuts were well thought out.

    - Theme was consistant

    - Lighting was natural and ambient light was up enough that people aren't totally dark even in shadows.

    Things I did not like:

    - Getting sniped from the roof top. Not a real big fan of roof tops. I feel it pulls too much away from gameplay as you allow the player 360 degrees of sniping action.

    - A bit large. takes a bit to get the first encounter.

    Kickass man! keep up the stellar work.

  • Pingu_swe
    • May 11, 2006 at 4:51 PM
    • #18
    Quote from cdxx

    i played this on a server last night and thought it was alot of fun. Thinks I liked:

    - Layout, i thought the different paths ans shortcuts were well thought out.

    - Theme was consistant

    - Lighting was natural and ambient light was up enough that people aren't totally dark even in shadows.

    Things I did not like:

    - Getting sniped from the roof top. Not a real big fan of roof tops. I feel it pulls too much away from gameplay as you allow the player 360 degrees of sniping action.

    - A bit large. takes a bit to get the first encounter.

    Kickass man! keep up the stellar work.

    Display More

    I know snipers is almost always hated but it could also be fun. To encounter this I placed the ladder in the middle making so that both teams reach it at the same time. The snipers do not have much covers either and they are easily spoted.

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