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Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

de_jingshen0000.jpg.eea0c9b507ce41710a68cf771c881748.jpg

This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

de_jingshen0001.jpg.9c84e7ef2de4e928b3194613ea954b93.jpg

This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

de_jingshen0002.jpg.658737eccb2a6625b29348219c2158fd.jpg

Shadow issue.

de_jingshen0004.jpg.c947171109a834fc1cc963085339fdeb.jpgde_jingshen0005.jpg.b73691457b37b9582214e3be2fb7cf6f.jpg

Tree on the right pops in and out of view.

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This entry's atmosphere is extremely well done, I am definitely a fan. My only suggestion would be to add some more small details; as it's a bit clean. I also feel like the floor areas (such as the stones) could pop out a lot more with color and detail. Otherwise, the custom work that is there is incredible. Anyway, I'm sure more polish is to come after the competition. Good luck!

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I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:

71179034_visuallyconfusingtemple.jpg.fcbe5cba5b7cd7b8cbce2610e8d55b79.jpg

opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.
781159222_weirdclippingcrates.jpg.e902b0da735e723f84c1ad63902fad87.jpg

When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?

1258759096_poorvisibilitywindow.jpg.27fff02ac47881dbccfcb3ce0e9e7c0e.jpg

The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.

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On 1/31/2020 at 8:41 PM, OrnateBaboon said:

Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.

 

Spoiler

de_jingshen0000.jpg.eea0c9b507ce41710a68cf771c881748.jpg

 

This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.

 

Spoiler

de_jingshen0001.jpg.9c84e7ef2de4e928b3194613ea954b93.jpg

 

This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.

 

Spoiler

de_jingshen0002.jpg.658737eccb2a6625b29348219c2158fd.jpg

 

Shadow issue.

 

Spoiler

de_jingshen0004.jpg.c947171109a834fc1cc963085339fdeb.jpgde_jingshen0005.jpg.b73691457b37b9582214e3be2fb7cf6f.jpg

 

Tree on the right pops in and out of view.

Thanks for the feedback!
There are actually two dinghys in the water next to T spawn already :D
The wall textures are on the list to get an overhaul soon 👍
The tree and other issues with popping in-n-out objects is fixed, thanks :)

 

On 2/1/2020 at 12:57 AM, Freaky_Banana said:

I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:

 

Spoiler

71179034_visuallyconfusingtemple.jpg.fcbe5cba5b7cd7b8cbce2610e8d55b79.jpg

 

opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.
 

Spoiler

781159222_weirdclippingcrates.jpg.e902b0da735e723f84c1ad63902fad87.jpg

 

When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?

 

Spoiler

1258759096_poorvisibilitywindow.jpg.27fff02ac47881dbccfcb3ce0e9e7c0e.jpg

 

The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.

Also thanks for the feedback!
We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then :)
The cratestack in mid is now clipped 👍
I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players.

 

Keep the feedback coming! We won't stop improving the map until it's the best it can be :) 

Edited by El_Exodus

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4 hours ago, Ringel said:

Beautiful map! smileD.png.d2ca1c6d4301f17b88b37a68310a6b19.png
Feedback:
You got no shoutoutnames because your nav mesh has no placenames. ^^

[snip]

Great work guys!

The place names are on the list, but I currently prioritize my time into improving gameplay. It'll come down the line!

The other stuff is fixed, thanks :)

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