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Radu

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Everything posted by Radu

  1. I see this is the very first level you have ever created, so I think it's appropriate to congratulate you on finishing and releasing it. I'm sure you have learned a great deal about developing a level and using the hammer editor, but you still have a long way to go. I don't mean to sound harsh, but this map is one giant mess. I understand that you wanted to create an interesting level to look at, but the amount of random props is ridiculous; some don't even make sense to be there. It's just detail for the sake of detail, with no logical placement whatsoever. For a competitive map you would want a visually easy to read environment and a layout that is fluid/easy to navigate. Lighting is a great way to improve readability and also set the mood of the level. Unfortunately, your current lighting doesn't help in that regard; it's sad and uninteresting. I can't imagine those are the kind of emotions you want to convey to players. I would recommend that you do some research on level design and more specifically competitive level design for counter-strike. One great way to learn what makes a good competitive level is to study the existing ones that are hailed as the best, such as de_dust 2, de_cache, de_mirage, de_inferno etc. Once you are sure you have understood the basics, you should remake this level from scratch. Edit* It wouldn't hurt to post some screenshots in the op. Also, why don't you have an image of the layout? Get one!
  2. It looks like you threw in every prop you could find, even if some didn't make sense to be there. I don't know what you meant by "soft atmosphere", but the environment is really messy and visually hard to read. Lighting doesn't help either; it's really bland and doesn't aid you to navigate the map any better. I never liked de_port due to it's immense size, but it was nice to see a more open map in a sea where most were designed like a canyon. You should remake it from scratch and reduce it's size/change some areas so that it supports a wider variety of weapons. Make a prop palette that make sense beforehand and stick to it. Also, use cleaner textures to improve readability and light up paths/entrances to guide the player.
  3. Really sweet colors and idea! It reminds me of a map I was working on two years ago.
  4. You should definitely keep working on it. I think it would stand out so much from all the other cs:go maps.
  5. Radu

    Alien: Isolation

  6. I'd also like to make an appointment for my map de_muskeg for the 7th of January. Download link: http://www.mediafire.com/download/83wj8oc0ex27hyb/de_muskeg.rar
  7. It certainly changed a lot over the previous weeks. Any feedback would be greatly appreciated. I'm planning on making the middle area some sort of warehouse, the rest of the map being quite open- a forest.
  8. Pretty nice to see a fresh theme for a cs:go level.
  9. Great work! Voted!
  10. They look great and fit pretty well. I wouldn't worry about it too much. It would be amazing if you guys improved the level's textures as well.
  11. Valve should put more work into their art assets. Your wagons put everything else on that map to shame.
  12. Any critique on this bomb/defuse map layout that I've been working on? Update
  13. The lights look ridiculously bright; tone them down. Also, considering how many light sources are around, the room should be a lot brighter. Why is there a pipe under that ceiling window?
  14. Seems like a good time to try something different.
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