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  • 2 weeks later...
Posted

I think he meant that the map looks the same pretty much everywhere, so players might not be able to point out different areas from each other. Also, the map looks very open, lacks cover and doesn't have any height variation at all (judging by those screenshots). You should try to understand feedback. ?

4 hours ago, Polemarchos said:

the pics above are bsp compiled only ,this means no light,if it looks repetitive it is your view- this is a facility and not a city,i maked a couple other theme maps and this time i make a hide facility,at zanek your- Get yourself a reference,i take it as a compliment,if you can map a better map go ahead and show your map

 

 

Posted
5 hours ago, Polemarchos said:

the pics above are bsp compiled only ,this means no light,if it looks repetitive it is your view- this is a facility and not a city,i maked a couple other theme maps and this time i make a hide facility,at zanek your- Get yourself a reference,i take it as a compliment,if you can map a better map go ahead and show your map

 

I was just trying to help ? but here's my map anyway 

 

  • 2 weeks later...
Posted (edited)

update im finish with map,the pics dont show the hole map,mapname is de_polemarchos_facility,the first one who test the map is radu after you vote my map then i rename my map as lowlife e1m1,when i dont get a vote i quit mapping and i map again lowlife quake3 maps,need to compile again after i spot missing texture to add and then i add it to workshop,one question are the comp mapper allowed to add there own icon on the loading screen on the right up corner,or only valve accepted maps got this loading screen icon, = story =
member of polemarchos facility go for supply in town,the donut eater have long time observe those members,and they drive to there hide facility inside a mountain,now the polemarchos members try to explode there equipment not to fall in there hands

de_polemarchos_facility_radar.png

de_polemarchos_facility0001.jpg

de_polemarchos_facility0002.jpg

de_polemarchos_facility0004.jpg

de_polemarchos_facility0005.jpg

de_polemarchos_facility0006.jpg

de_polemarchos_facility0007.jpg

de_polemarchos_facility0011.jpg

Edited by Polemarchos
Posted (edited)
1 hour ago, Polemarchos said:

after you vote my map then i rename my map as lowlife e1m1,when i dont get a vote i quit mapping and i map again lowlife quake3 maps

...?

EDIT: In any event, there are many things that currently can be improved such as visibility (many dark textures) and the layout of the map is almost completely symmetrical. It seems that indeed you have made this map with a gamemode like Unreal Tournament in mind, which I think doesn't fall under the competitive/hostage category for the contest. From the radar it seems like terrorists are closer to the bombsites than CT's, which you most likely don't want to have happening as this is a huge advantage for terrorists and forces CT's to immediatly retake. Most of the layout is large open space with little cover to defend behind.

I'd either suggest turning it into a hostage mode, which would more likely fit the map, or re-think a whole bunch of the layout so it works in terms of timings and playability.

Good luck :)

Edited by JorisCeoen
Posted (edited)

ok here the story of the map layout it plays on a hide facility inside a mountain see the pics,and i consider this map hide facility layout falls category for the contest,it is not like other maps industrial plant there a couple maps of them and those industrial plants doesn't fall under category for the contest,the main part of the layout was to makes little as get bottlenecks corners to avoid alot small -vis portals ,so lets say some examples we have room a next to room b this is good for -vis portals it makes a straight line,and all ventshafts are brushes/95% of light too and not vent/light.models,i like to map big maps this not mean big walls as you see in this map example,the map dimension are length-14000 width-7600 + brushes 5366,and now the map it looks like you say symmetrical,yes from the -vis perfomance view it is good to have those symmetrical brushes,but on the ingame view it looks like maybe for other the hole map different

Q - It seems that indeed you have made this map with a gamemode like Unreal Tournament in mind

A - nop the map was not from a gamemode like Unreal Tournament

Q - From the radar it seems like terrorists are closer to the bombsites than CT's

A - i change now the ct spawns are on the same hight as terror

Q - Most of the layout is large open space with little cover to defend behind. 

A - i add crates/barrels/etc on the map

de_polemarchos_facility_radar1.jpg

sfk-highres.jpg

swiss-mountain-myth-photos-25.jpg

Edited by Polemarchos
Posted

i was not sure wich textures i use for walls/floors,textures that are to bright dont look so much,so the textures i use now fit,i take the same textures on my last map toxic fabric

im finish with the map after a couples erros while i pack custom contest with vide,where vide dont pack info>_overlays inside the bsp,heres the workshop link

https://steamcommunity.com/sharedfiles/filedetails/?id=1964832214

Posted

based on feedback i change the Defusal map into a hostage map this fit now,after i test/spectator 5 rounds with stupid botz, 3 times won terros/2 times won ct ,looks good for this run

= Changelog =

-add more props for cover

-add buyzone for ct

-add 2 hostages on 2 different locations near the terrors

* CONSTRUCTION *
MAP BASE                   : New Map
COMPILE MACHINE   : amd 6300 6x 3.5 ghz ,12 gb ram ddr3 ,Asus ROG Strix-RX580-O8G,win7 x64
COMPILE TIME            : 3 hours
COMPILE version         : $light_exe -threads 4 -textureshadows -hdr -StaticPropLighting -StaticPropSampleScale 0.25 -StaticPropPolys -final -game $gamedir $path\$file
brushes solids               : 5366
point entities                 : 3086
solid entities                  : 1080
DATE                                : 15.05.2019
Release date                 : 10.01.2020
map dimension           :length-14000 width-7600

--------------------------------------------------------------------------------
= Credits =

textures - walls/floors :trak,tZorkc
prefabs - anti tank obstacle/fan/crate : Polemarchos
textures - warning_stripe_decal/polemarchos_decal/number_panel : Polemarchos
--------------------------------------------------------------------------------

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