Mark C. Posted August 29, 2015 Report Posted August 29, 2015 I agree with Radu. The current state of the theme gives you a lot of scope to use lighting and perhaps coloured models to guide the player and add interest.I love how it looks as is but I believe it could be even better with some additions and alterations. DooM 1
jakuza Posted August 29, 2015 Author Report Posted August 29, 2015 Add some warm lights to guide the player and highlight key areas.I agree with Radu. The current state of the theme gives you a lot of scope to use lighting and perhaps coloured models to guide the player and add interest.I love how it looks as is but I believe it could be even better with some additions and alterations.Got it. Working on that now. The shopfront models I made are colorable, but I didn't want to go too crazy on them.you need a lot less cobblestone walls to look like edinburgh (unless you're going for the 'edinburgh 200 years ago look' Thanks for the tip. I replaced the main one with bricks and it works much better.Oh, another map in Scotland Sorry about that. I honestly didn't remember Highlands until it was too late. I don't think people will confuse them anyways, since Highlands is so much better looking. El Moroes, Vaya and DooM 3
Vaya Posted August 29, 2015 Report Posted August 29, 2015 Got it. Working on that now. The shopfront models I made are colorable, but I didn't want to go too crazy on them.Thanks for the tip. I replaced the main one with bricks and it works much better.Sorry about that. I honestly didn't remember Highlands until it was too late. I don't think people will confuse them anyways, since Highlands is so much better looking.let me know if you want more reference photographs for later versions of this (obvs anything I take tomorrow will probably be too late for this contest closing). I think you're onto a good thing but it feels a lot less in Scotland than De_highlands.
El Moroes Posted August 30, 2015 Report Posted August 30, 2015 ...Sorry about that. I honestly didn't remember Highlands until it was too late. I don't think people will confuse them anyways, since Highlands is so much better looking.I've no problem with that man It's cool to see new levels built in new locations (other places than the usual cs maps). Squad 1
Mark C. Posted September 2, 2015 Report Posted September 2, 2015 (edited) Spent a little while running around the map today and I thought I might as well make use of the time by giving a bit of feedback. You're probably already aware of some of the things I mention.I was admittedly very tired whilst making this feedback so some of it may not be valid or make sense or...I feel as though this route (in my crosshair) needs to be lighter and more obvious despite the stairs leading to itIdk if you aim to make a model to replace them but these brush based handrails really stick out and don't fit with the standard of detail in your mapJust a minor thing, you can self boost to this off the blue boxKinda weird that this is phys. It looks like you should be able to use it to jump up the ledge and it sometimes gets in the wayThis is too shiny or somethingI feel as though it would be restrictive, perhaps uncomfortable to have to hold the bomb site in positions defensive to this tiny windowI feel as though this wall may not add a whole lot in terms of game play whilst allowing for headpeaks if you crouch behind itThe sprites "emitted" by these windows are too large in my opinion. They're just kind of distracting in the way they behave and draw attentionThis frame is not textured on the back meaning, looking from the other side of the window, you cannot see it Edited September 2, 2015 by Mark C. DooM and esspho 2
jakuza Posted September 2, 2015 Author Report Posted September 2, 2015 Thanks Mark, good stuff! Working on those now. Mark C. and DooM 2
Klems Posted September 3, 2015 Report Posted September 3, 2015 I kinda agree with the guy saying it looks like Dunwall, I liked all the little details, nooks and crannies through the map.The sound design especially is nice, it add a lots to the map. However it might be a little overdone, usually CS players don't like loud noises. The seagulls, and especially the clock, are waaay too loud.http://imgur.com/a/zhECo jakuza 1
FMPONE Posted September 3, 2015 Report Posted September 3, 2015 Congratulations! As a finalist, this map thread has been stickied.I'll be providing my feedback in the coming days. jakuza and Squad 2
General Vivi Posted September 3, 2015 Report Posted September 3, 2015 As mentioned on tonights playtest, hit me up this weekend if you want a 1 on 1 feedback session. jakuza and Squad 2
Promulle Posted September 4, 2015 Report Posted September 4, 2015 (edited) Some things I saw, which I noticed while running around, they may not be big issues :You can stand on an nearly invisible prop part (I do not know if this is wanted):The following picture is not noclipped:The ledge (red dots) in mid (?) being solid (again I do not know if this is intentional):enabling this way:Not clipped door/gate which leads to some quite strange movement:again not noclipped:Those are the major problems I saw. Apart from those, and the already posted flower pot, I quite like the map. Hope my feedback helped EDIT : corrected some spelling errors Edited September 4, 2015 by Promulle
kinggambit Posted September 5, 2015 Report Posted September 5, 2015 (edited) There's quite a lot of clipping issues but those will get polished up I'm assuming.hard to make any criticisms, especially with that small 4v5 playtest, so the only thing I could find was that fence texture at B. You can see through the transparent parts of it and also see player place markers (you can also boost over onto the fence):Map played out pretty nicely but I forgot to test out T's mid to A route. Seems like mid CT's couldn't really contest that route. Other than that, couldn't find much faults other than that bar room at B being a bit clunky near the windows. Good luck! Edited September 5, 2015 by kinggambit jakuza 1
text_fish Posted September 5, 2015 Report Posted September 5, 2015 I don't know about anybody else, but whenever I see this mound of snow I'm filled with an insatiable desire to climb up it and sit on the blue hut, and my hopes are cruelly dashed by the clipping every time. Maybe you could add some spiky railings poking up through the snow?
Vaya Posted September 5, 2015 Report Posted September 5, 2015 I think that mound should be removed. Looks very out of place. There's no sign of snow on the roof..
Bodd Jonar Posted September 5, 2015 Report Posted September 5, 2015 (edited) I think that mound should be removed. Looks very out of place. There's no sign of snow on the roof..I guess they piled all the snow there? If snow are contained like that it can take weeks to melt, so you can see big piles of snow even tho it stopped snowing weeks ago, and green grass is covering all the rest of the landscape. Seems kinda douche'y to block someones door like that tho. ): Edited September 5, 2015 by Bodd Jonar Radu and jakuza 2
jakuza Posted September 5, 2015 Author Report Posted September 5, 2015 Thanks guys for feedback. I just updated with a clipping pass and a few changes at B.I don't know what to do about the fence atm, I haven't seen anyone use it in-game yet. I should make it unboostable though. I probably should also do something with the snow at B, since I see a lot of people trying to jump up there, but the idea was that the snowfall on the street had been piled there. I made some blend textures to put snow on the roofs, but I haven't figured out a way to make it look good yet.Oh yeah and the bar needs clipping work as well, true true.
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