Ph3nyx Posted October 21, 2007 Report Posted October 21, 2007 here comes my new project de_terminus2 (de_terminus was my first defuse map i made it 2years ago) there's still a lot of work to come , but the general brushwork is quite finished. i'll test soon the fisrt beta to test the gameplay before adding more details. The screenshots : Quote
curman Posted October 22, 2007 Report Posted October 22, 2007 I'll start with the positive side of your map. You have good lighting, it looks very deserted and lonesome. You've learned to use curved walls and know not every curve is a perfect 90 degrees. Beyond that you're lacking alot. I think everyone will agree with this - You lack content. You have these boring open hallways with nothing in them. Like screenshot 2 and 3, just dull open hallways. You could of added so many things! Pipes, props, trash, crates, stains, decals, graffiti, lights on the walls, trash cans, vents, ANYTHING! Your map has potentional but you need to involve more props. Quote
Ph3nyx Posted October 22, 2007 Author Report Posted October 22, 2007 Oh i think you didn't notice that is an early work in progress, i've planed to make some customs textures, adding props , sound and more details , don"t worry about that , it'll come Quote
-HP- Posted October 22, 2007 Report Posted October 22, 2007 Oh i think you didn't notice that is an early work in progress. Course he did, that's why he gave you those tips! Quote
Rick_D Posted October 22, 2007 Report Posted October 22, 2007 follow the curved roof around the long curve ;D it's cheap to just end it because you can't be bothered to manually chop brushes up! Quote
Ph3nyx Posted October 22, 2007 Author Report Posted October 22, 2007 i've tried but it give's me to much errors with the vertice tool and it don't fit with the clipping tool. Quote
dux Posted October 22, 2007 Report Posted October 22, 2007 You need to verterx the brushes into position then split them down the middle so they're triangles. Thus they don't split. Quote
D3ads Posted October 22, 2007 Report Posted October 22, 2007 The lighting is great The hallway doesn't look right in the first picture, don't remember seeing anything like that in a subway, looks more fitting for a 'topside' trainstation though. Quote
Ph3nyx Posted October 31, 2007 Author Report Posted October 31, 2007 here is the fisrt bomb site , i've aslo tried to break the linear corridors. still a lot of work to do on this map :roll: Quote
⌐■_■ Posted October 31, 2007 Report Posted October 31, 2007 i kind of like the atmosphere it breathes in the last picture.. Quote
fonfa Posted October 31, 2007 Report Posted October 31, 2007 the white railings stand out too much... and you could improve the lighting a bit Quote
Ph3nyx Posted December 16, 2007 Author Report Posted December 16, 2007 some news about this map i've finaly found my light settings , adding more details as you can see hope i'll make the first beta realy soon, but it's steel some work to come (correcting bugs, adding props , testing gameplay ..) Quote
Sentura Posted December 16, 2007 Report Posted December 16, 2007 still looks amazingly empty. the props you have added (like the soda machines) seem complete out of context with the concrete surface. i honestly dont think you lack content since you could probably add whatever is in your reach from within the sdk; what i think you lack is purpose. it seems you have a series of hallways or other just connected. sure people use them for escalators etc, but would they really build a public service station like that? wouldnt they make it more effective by compressing everything to the smallest space neccesary? i think-- no, i know they would. instead of having blank walls try to do something with the space around them - make storage rooms with grates and put cardboard boxes inside or something similar. add the feeling that the place was in obvious use before it simply became a cs map. you will probably have to rearrange some of the map layout to compensate for reality, but in the end, you'll have a map that not only looks nicer, but feels more real. Quote
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