1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[HL²DM] dm_erayo

  • Fяэ&a
  • September 6, 2007 at 10:57 PM
  • Fяэ&a
    • September 30, 2007 at 9:19 AM
    • #41

    ehm??

  • Nexus
    • September 30, 2007 at 11:54 AM
    • #42
    Quote from Fяэ&a

    ehm??

    I would do it, change all textures.

    the brick textures just don't fit.

    It looks weird, look at the walls..

    you need more texture variation, you need to work on the texturing more.

    alright.

  • Fяэ&a
    • September 30, 2007 at 12:01 PM
    • #43
    Quote from Nexus

    the brick textures just don't fit.

    That´s why i like the room lol.

    But i´ll try some other textures for you. :wink:

  • BioPulse
    • October 1, 2007 at 11:51 AM
    • #44

    Note that the people here are trying to help ,but you mustn't let them drag you out of your own view of the map too much.

    You've made some superb changes to the map based on people's comments, but if you like th bricks more, why not keep them? If you're of the opinion it 's better this way, it's your map.

    Otherwise you'll get a map that you've build based on the communitys idea, not yours.

    There's plenty of factoy's / warehouses that use just one brick type.

    Anyways, looking on from the first screenies, and seeing the improvements, this map might turn into a pretty nice one indeed, good example also of how cumminties can help a designer improve, but try to not take all the feedback and translating it into litterally what you make ,but gather the ideas they give you ,and try to adapt them to your own visions and ideas

    Try to think about why people think certain stuff should be changed, and the ncome up with your own solution to tackle this idea, in my opinion this teaches you to think more creatively so you can add all these details and improvements yourself i nthe next map, and get feedback on different things, which you could then again learn stuff from for future projects.

    Anyways, I thin kthe maps looking alot better than when this post was started, best of luck finishing it, and keep gameplay and layout in mind maybe post a screenie of the layout of the map for people to comment on, layout is asmuch if not more improtant that the nice visuals people are helping you on now

  • Fяэ&a
    • October 1, 2007 at 12:47 PM
    • #45
    Quote from BioPulse

    You've made some superb changes to the map based on people's comments, but if you like th bricks more, why not keep them? If you're of the opinion it 's better this way, it's your map.

    i´ve already decided to keep them (i like them and other textures suck)

    Quote from BioPulse

    Otherwise you'll get a map that you've build based on the communitys idea, not yours.

    mhh that´s right..

    Quote from BioPulse

    Anyways, I thin kthe maps looking alot better than when this post was started, best of luck finishing it, and keep gameplay and layout in mind

    i wanted to upload it yesterday (but i didn´t), cause i think the gameplay is good enough now and I can´t design it much more, i havent got good ideas

    Quote from BioPulse

    maybe post a screenie of the layout of the map for people to comment on, layout is asmuch if not more improtant that the nice visuals people are helping you on now

    what´s the layout?

  • BioPulse
    • October 1, 2007 at 12:58 PM
    • #46

    Either a basic drawing of the floorpan of the map including measurements or easier, compile the map, no clip out of the map upwards untill the entire map fits int the view, and make a top down screenshot of it, or do it i nthe editor ,might be even better.

    Layout is basically a floorplan, how and what directing people move in a map.

    If your layout doesn't work well for the game, it might ruin the playability of your map.

    Since hl2dm is less objective based like games of cs the most improtant aspect to keep in mind is people get lost easily if you don't provide them with good clues as to where they are , and keep the layout simple enough so they're not struglling to get through an endless maze of hallways etc.

    Also in deathmatch play dead ends are lethal, if you get trapped in a dead end you're doomed, unless ofcourse you have it there for a purpose (maybe a hard way to get a powerfull item or weapon.

    It's imo essential to have agood layout ,it doesn't have to stick to the base layouts people talk about (in cs stuff like a fogure 8 shaped floorplan comes to midn for easy balanced game play) but it has to run ok.

    It will also save alot of time redoing it if you test how the layout runs thought tthe map i nan early stage of development, before the stuff you are doing now, since redoing the layout / making changes takes alot of effort if the areas have already been optimized.

    Anyways, for a beginner (like i am myself before anyone makes any assuptions or whatever ) it's not expect your map plays like a professionally built map ,but it's a nice concept to bear in mind on future projects, or if you have alot of free time and are verry patient, on this project.

  • Fяэ&a
    • October 1, 2007 at 2:17 PM
    • #47

    from the top:

    [Blocked Image: http://aycu26.webshots.com/image/28185/2001839957728287152_rs.jpg]

    from under the map:

    [Blocked Image: http://aycu20.webshots.com/image/30939/2001839505651984194_rs.jpg]

    and a short description of my map:

    [Blocked Image: http://aycu01.webshots.com/image/29680/2005987790680411051_rs.jpg]

    (with floor i mean course... sry )

  • BioPulse
    • October 1, 2007 at 2:32 PM
    • #48

    Looks fairly simple and ok i guess, how many acces points are there to the different floors?

  • Fяэ&a
    • October 1, 2007 at 4:46 PM
    • #49

    1 big hall, 3 doors out that hall, and in every hallway i´ve got another door to another course

    it´s very simple but i like to play it^^

  • BioPulse
    • October 2, 2007 at 11:25 AM
    • #50

    As you stated it, a simple layout is often preferred by most gamers, since it's easy to learn and get good at

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™