Rick_D Posted October 27, 2006 Report Posted October 27, 2006 Looks like A will be very under-used unless the middle allows T to move through it without getting hit by CT's at B. The displacement steps look ugly, the vertical edge with grass growing on it looks un-natural. In other places your displacements are not smooth enough and it'll either make for bumpy play, or just not help the map look real. Not too keen on the decals you used on that wall (the leaking pipes) - doesn't fit the theme. Also the fog is too close imho, set it back about 512 units, atm it makes everything feel very, ugly. Sorry for all thye negative. Keep up the good work, nice to see people making some de_ maps. Quote
cardo Posted October 27, 2006 Author Report Posted October 27, 2006 hehe, thanks for the feedback Rick. I'd rather it was negative and useful rather than just saying how much you love the look Alot of the things you mentioned in your post I've already changed or I have a mental note to change. The rocky displacements now have a different texture on them which makes them look alot smoother. As for the step ones.. Yes, I realise that they don't blend too well as it is, they also need lowering as they're too tall to walk up atm The bombsites both have pretty equal use as I'm rebuilding the level from a blocked out test version that I play with bots so I'm not too worried about that. I agree with you about the fog and have tried a few different settings, I believe I have changed it since I posted the last batch of screenies. I'm also considering having rain like aztec but I don't want too many similarities! The decals I've used are hopefully temporary. If I can find some better ones I'll gladly replace them as I think they look a bit out of place too. Once I've finished the section I'm building atm I'll post some more shots of the map in general. Thanks again for the feedback, it's always welcome =) Quote
csharp Posted October 30, 2006 Report Posted October 30, 2006 it doesnt look like atztec, even when it uses aztec textures.. Great job! Quote
BlackPanther Posted October 31, 2006 Report Posted October 31, 2006 The layout kinda reminds me of DE_Dust 2. The CTs start near A as well, but between the 2 bombsites. Here's a suggestion: Time yourself with your knife out, how much time in average it takes you to get from the CT spawn to B. Do the same for the Ts and make sure its less time for the CTs then the Ts. And with enough seconds for the Cts to mount a defense, and enough room to not get nade spammed upon their arrival. Quote
Rick_D Posted November 8, 2006 Report Posted November 8, 2006 Well that all depends on the entry points as well, BP. Here's the model you wanted, cardo: I've PMed you the download link. Quote
hessi Posted November 8, 2006 Report Posted November 8, 2006 that model is pretty cool. makes me remember my de_junglefalls map where i had those aztec statues too. could some plz make a good looking aztec map? Quote
cardo Posted November 10, 2006 Author Report Posted November 10, 2006 Thanks a billion for the model Rick! It looks awesome! I haven't tested it in game yet but will get back to you asap about the scale. Sorry for the screwed up dxf files.. I probably just exported the whole level I'll choose to ignore those comments Hessi hehe. Quote
BioPulse Posted November 10, 2006 Report Posted November 10, 2006 it doesnt look like atztec, even when it uses aztec textures.. Great job! Couldn't agree more, I think this -if completed properly and if the flow works out well for he gameplay- wil lbe a nice example to people that you can infact make a good map using existing themes / texture packs. Atleast for me it is, since I haven't mastered the arts of texturing and/or modeling I think it's nice to see that other people still make nice maps with the kind of 'crap' I'm using too. Keep up the good work buddy ^^ Quote
travis Posted November 11, 2006 Report Posted November 11, 2006 brushwork looks nice, some of your displacements look a little strange and more than anything the odd lighting errors with your displacements. On some of the faces where they go thru another brush and light hits them from outside of the map it causes those obscure errors. Quote
MrBaracuda Posted November 11, 2006 Report Posted November 11, 2006 The displacements on the ceiling look unnatural there. Have the ceiling overlap it a little maybe. The way it is now, it looks like the stone was there before the stuff that comes out of the ceiling, which is not what you were aiming for I guess? Oh and don't listen to Rick, he's a fog hater. Quote
Rick_D Posted November 11, 2006 Report Posted November 11, 2006 Fog is bad - for a little atmosphere it's a great tool (like a zombie game where you don't want the player to see too far to heighten the suspense); but when it comes to CS you want to be able to clearly see until geometry blocks your sight. If you leave the fog so close, people will only complain and you'll end up removing it. Fog is great when used at a far distance - or do the de_dust2 thing and have those over-scaled sprites in the open areas, at least this lets you keep the inside areas not look like ass because there is a little fog in there. xD Quote
cardo Posted November 11, 2006 Author Report Posted November 11, 2006 MrBaracuda: Yeah I know whatcha mean about the ceiling. It looks a little different now as the displacement has a diff texture that's not so bumpmapped too. It does need a small lip or something though I agree. I'll post some new screenies of that part soon. RickD: Currently the level has no fog, but I've been trying it with various weather effects and skyboxes.. right now it's using militia hdr one but without hdr. Quote
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