Jump to content

Recommended Posts

Posted

Performance issues -and- too blocky? Eek! Less blocky = even more lag.

Still, I'll try to optimize the map without losing too much detail.

Also, I'll try to make my maps less blocky in the future.

Thanks for the comments!

Posted

In fact, by "too blocky" I mean that every angle of the map is 90°.

Everything seems a bit too surreal, too symetric, too clean in fact.

Yeah, you're right. I'll try to make my future maps less blocky

and unrealistically neat (in terms of the architecture).

I'll also change what I can on this map to improve it.

Thanks for the input!

Posted

Looks good to me..Although a bit blocky. But what are ya gonna do? ...Real cities are kinda blocky.

There is nothing wrong at all...details, debris, lighting. I guess it's just my eyes getting bored with HL2 stock stuff.

But definately solid.

Posted

I would agree with the blocky comments but the materials you used for the surfaces is blocky (ie: roght angled) by nature, so I can't see any way around it except to take some artistic license and chop out some corners:

http://img266.imageshack.us/img266/5076/lawl1wl8.jpg

set the orange/red (i;m like a metre from my monitor i couldn't tell what colour i clicked on :S) to displacement and just 'fray' the edges a little to give it some detail - you will only increase the bsp size a fraction and shouldn't get any performance drops.

I really love the lighting, from the shadows to the overall colour(s) in the map.

The theme is very worn out but that's just the textures imho (if this had been released a few years ago when everything was 'fresh' it'd seem a lot more impressive) - some of your detailing is very nicely executed; however some areas seem to have had less attention paid to them than others and it gives the map a very unfinished tone (I presume this is because it is in fact, unfinished) - the streets need more litter and debris - the alleyways need more props, pipes and boxes, garbage cans and dumpsters, garbage itself - would all make a big difference to the atmosphere.

The variation in buildings is a little random, you have some tiny buildings using textures that deserve to be placed on larger buildings and repeated more - I think it would add more to the level to simply have one larger, slightly repetitive, building than three varying buildings - if all you are trying to do is break up the surfaces or to give the impression of a larger area.

If my crits are too.. forward or too many then I apologise, I only give them because you have some outstanding areas and others are letting it down. I really like what you have done and think with some minor additions can make this into a very pretty map.

Posted

I really like it, except that there are som uncharacteristically DM dead-ends. For example, in this image:

dm_moil_alpha002.jpg

I would expect someway to get from the top floor of the building taking up most of the screenshot to go to the roof on the far left of the screenshot. It would just make the gameplay that little better.

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Mapcore Supporters

    aphexjh       Badroenis       celery⭐      EGO DEATH ⭐      Freaky_Banana      FMPONE ⭐      Harry Godden      JimWood ⭐      JSadones      poLemin      Vaya

    Funds go towards hosting and license costs, Discord server boosts, and more. If you'd like to donate, check out our Patreon announcement.

×
×
  • Create New...