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Posted

Looks pretty good really, the lights from the windows in the second screen looks weird with only round shapes.

Also the area visible through the windows on the last screen looks bad, otherwise it looks solid.

Posted

Looks pretty good. :)

Though I don't like pic1, but I can't quite put my finger on why. Maybe because it looks a bit like HL1 somehow... maybe because the architecture doesn't make much sense.

Posted

cs_occupation_beta2d.jpg

the ambient color of your skylight is too blue/saturated. reduce the saturation like 70% make it a soft/decent blue. atm its much too strong

the rest looks pretty solid, but lacks of originality :(

Posted

the rest looks pretty solid, but lacks of originality :(

It honestly looks good, the color palette for the indoor lightings is well thought, but like hessi said i think that the lack of originality is the main problem of your map :/

Posted

Looks pretty good really, the lights from the windows in the second screen looks weird with only round shapes.

Also the area visible through the windows on the last screen looks bad, otherwise it looks solid.

The lightmap on the floor is now increased.

the ambient color of your skylight is too blue/saturated. reduce the saturation like 70% make it a soft/decent blue. atm its much too strong

the rest looks pretty solid, but lacks of originality :(

I changed the skylight for a more soft look. You are also right about the orginality and I honestly don´t know how to deal with it :(.

shouldn't those pillars be a bit bigger in the first shot?

also the first shot lacks detail. but its a wip so i dont care.

The first shot shows the T-spawn and hostage. Since I got 32 spawns there my possibilities are limited. But I still think I need to add more details, I just don´t know what. Any ideas?

Posted

the rest looks pretty solid, but lacks of originality :(

I changed the skylight for a more soft look. You are also right about the orginality and I honestly don´t know how to deal with it :(.

well finish this map because it doesnt look bad and then think of a new setting or maybe setting that hasnt been brought to the maximum of quality. maybe something that is more like phantasy environment (this crossplayer game has an awesome environment art. maybe you can hook on it). or make some maps for a mod team. usually new mods require completly new content. such as insurgency or dystopia or nase2.

if you want to stay with counter-strike you maybe want to remake some old beta maps (cs_tire, cs_siege) and bring the layouts to new environments. for example make cs_siege an arizona or amazona themed map. get your self some creativity :):eng101:

Posted

the rest looks pretty solid, but lacks of originality :(

I can't think of any maps that are 'original'. I mean, even Corse is similar to Inferno. Telling people that their work "isn't original" really isn't helpful, especially when barely any maps are. And saying it right after they've spent 2 months on it certainly isn't very motivating.

Posted

Any custom map can be compared to an original map.

All the map ideas have been done.

You can make something look interesting by simply adding your own style which I think Pengu has done really well.

Posted

It's hard to make your own style with default content though, I think calling a map unoriginal because it doesn't use shedloads of custom models and textures is very unhelpful. I would certainly agree that this map doesn't really look like any default maps though.

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