Skjalg Posted December 8, 2004 Report Posted December 8, 2004 Can you guys keep it constructive please? I'm sick of seeing people brainlessly bashing others work. Some of you really shouldn't be talking until you have achieved something yourself other than putting down other people's work. THANK YOU! Quote
teeluu Posted December 8, 2004 Report Posted December 8, 2004 Well, this looks pretty good but.. like everyone has said this map is like built of models and then added couple brushes, anyway a lot better than most of what i've seen.. Quote
Spellbinder Posted December 8, 2004 Report Posted December 8, 2004 Can you guys keep it constructive please? I'm sick of seeing people brainlessly bashing others work. Some of you really shouldn't be talking until you have achieved something yourself other than putting down other people's work. THANK YOU! I second that! Spellbinder. Quote
ReNo Posted December 9, 2004 Report Posted December 9, 2004 I understand most of your' concerns about the overuse of props in levels, but I think its as much due to the stigma associated with anything "prefabricated" that most amateur level designers seem to have than for any aesthetic or gameplay reasons. I too felt the same - I used to hate the idea of using premade props in a level and not crafting everything myself - but it does mean you have high quality resources available to you in order to quickly detail your map. Its not making level design skill-less by any means, so those of you who are against them for fear of no longer being the "elite" shouldn't worry. Anyway, back to the map, take this screenshot... To me this looks quite nicely balanced. Its far from perfect - the textures look over stretched, the overly-contrasting ground surfaces clash, the grassy displacement surfaces are far too rough and uneven for grass, the lighting is pretty dull, and if you don't change those lightglows on the lampposts I'll be forced to kill you. That said, the scene is reasonably nice - the building is clean and simple but very well shaped and looks convincing, and the prop use is reasonably believable (while believe it or not crates aren't always unreasonable, they do perhaps look a bit wrong in this scenario!). I suggest you try making more confined areas to be honest, as unless you are very careful such big open areas kinda suck for gameplay and are hard to make visually interesting and varied. Good luck with it though. Quote
von*ferret Posted December 9, 2004 Report Posted December 9, 2004 its not just that reno. If you remove all of his props his map would look like ass and probably not play well at all either. Now put back his props and his map now again looks like ass because high detailed props still wont make an ass map look nice. But the main thing is the number of things you can fling at eachother to create a dodge ball map. Thats what I see his map being, a mad dash for an object to throw. Thats why I dont like it. It has nothing to do with "elite" mappers. I agree that while static meshes are the new prefab, they are the new requirement for 2nd age maps. So go ahead and use them, but dont use every one available, and dont sprinkle them in like yeast in bread thinking they'll make your map raise to be something it wont. Quote
ReNo Posted December 9, 2004 Report Posted December 9, 2004 Love that last line Ferret, so true Quote
kleinluka Posted December 9, 2004 Report Posted December 9, 2004 I don't exactly understand why you are making such a big deal of the static mesh issue, ferret. I highly doubt they were added to make the map "raise to be something it wont". They were added to enhance the scene and make it look richer. Sure some of them seem out of place but at least to me that doesnt mean its a shitty map. And you need to learn to voice your criticism in a way that isn't insulting. "this or that looks like ass" will help nobody. I'd also like to point out the fact that this is a DM map. They aren't necessarily meant to be the most realistic depiction of the real world ever. I also agree with most of what Reno said. Quote
Jezpuh Posted December 9, 2004 Report Posted December 9, 2004 This probably would be better off as a CS map though.. you know why. Quote
Taylor Swift Posted December 9, 2004 Author Report Posted December 9, 2004 I'm allways glad to hear some critism from anyone, but so far it don't turns to "this or that looks like ass" way. I like more constructive critism about my levels and not stupid comments. What would they do for the map?, nothing i guess. I'm also very glad people cares about this map, pointing to some better and other comments. But i do the work i like, i'm not making maps because they are to someone. No, i like what i make. That's all to tell. If you don't like the props on the map you don't need to complain to me, say it to the Valve team that the props are something unuseful and bad. The props was made for use, and i'm using the opportunity. I use how many props i want, and i know they fit the map as well as they do. The Props isn't a problem and i wont remove 'em. You think the map is over - propped? Well then i add alot more in the final release. Half Life 2 is not only the architecture, the harmony and the lighting. The props have a big deal and Valve team created almost over 1000 awsome model props. If you think my skills suck you can look at my old work from half-life 1 engine and how it was. I'm using the props because it's fast, it's smart and it's detailing the environment. It's cool, and i like that. And dont forget this is my first halflife2 map, so i wont make it look like the other ones " found on the internet, looking like boxy rooms and headquarters, pure legoland of what i have seen" and now i'm trying to make the map realistic. If you look out to the real world you see details in thousands and millions. And when you are talking about my "crate-scenario" i can say a map without crates is like a man without a wife. So far this is work in progress and i'll test the map for a long time before i release it. And i don't cares if i'm not a pro - level designer. What would that be? Why do i need that? I'm choosing my own way of the design and the ideas, some people are on my side and supporting me giving more ideas and concepts for the map. Well, i'm not going to overload the map with only props but i don't think the player, playing the map ingame give a damn about the props when a nade are flying away under hes feet. Feel free to comments as long this is W.I.P, and take it easy. Half-Life 2 isn't perfect. :wink: Quote
spacer Posted December 9, 2004 Report Posted December 9, 2004 And when you are talking about my "crate-scenario" i can say a map without crates is like a man without a wife. :lol::lol: Life is like a tetris machine, up and down up and down . Quote
D3adlode Posted December 10, 2004 Report Posted December 10, 2004 Looks alright, really needs to be more of it before you post though... Quote
Tequila Posted December 10, 2004 Report Posted December 10, 2004 And when you are talking about my "crate-scenario" i can say a map without crates is like a man without a wife. :lol::lol: Life is like a tetris machine, up and down up and down . The guy speaks truth! Quote
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