-HP- Posted December 9, 2007 Report Posted December 9, 2007 this map looks too wide open to be a successfully CS:S map, i get the feeling that the player would say "where the fuck did I died from?", alooot of times! It's impossible to be sure just too looking at this screens, but yeah, I get this feeling... I agree with Thrik tho, this design MIGHT work on TF2, but it would still need alot of adjustments. And the map looks too grayish, and lacks life! All I can see is some colorfull lights spread thought the map, blues and yelows... and of course, the final result aint the best. It all looks too blocky, and it seems like you used the same texture along the map? And please, remove those fugly pyramids and use a skybox. Quote
Jselen1 Posted December 9, 2007 Author Report Posted December 9, 2007 alright, I think I need to clear a few things up: 1. The mountains are a 3d skybox, if they weren't no one would be able to run around on this thing with a fps higher than like 6. They aren't exactly supposed to look real, I wanted to give kind of a fantastical feel to the map; something that looks semi-plausible, but also gives the impression of "i'm somewhere kinda strange". 2. As it is a CS:S map, my main concern was playability, not visuals. Hence, barriers are aligned in a geometrically convenient manner, and the architecture is not supposed to be beautiful, it's supposed to be functional. I think a lot of beautiful maps are not functional at all, and as a result they get a lot of praise, but not a whole lot of playtime. 3. All displacements, texturing, and dynamic lighting aside, I think the map as a whole looks pretty cool (am i just crazy?). The architecture is unique, but not insane. Most importantly, both spawn points and bomb sites have been carefully placed for timing purposes. I almost guarantee that the map will play well, and be a lot of fun. So, say what you will, but I think for CS:S, which is a game with 2 minute rounds and hence no need to create immersion, this map works very well. Although, I get what you guys are saying Once again, thanks for the comments. p.s. I do plan on making the map prettier, I just wanted to get some first impressions to make sure that it wasn't just a throw-away. Quote
Jselen1 Posted December 9, 2007 Author Report Posted December 9, 2007 Ok, aesthetic concerns aside, what do you guys think of the design? interesting? not? Ok, aesthetic concerns aside, what do you guys think of the design? interesting? not? ?! And what Zete said, sorry. What I mean by this is that something doesn't have to be beautiful to be well designed. I'm talking about fun and playability here. If people are having a good time on the map, I don't think they are gonna give a crap about the skybox, geometry, etc. If it were HL2 i'd agree, but CS:S rounds are so short I don't think visuals matter nearly as much. And like I said before, i DO plan on making it look a little better. That's why it's in the WIP gallery. Quote
Thrik Posted December 9, 2007 Report Posted December 9, 2007 One thing worth being aware of Jselen1 is that a lot of the guys here actually work in the games industry (view list), where having a level that's both functional and beautiful is their job. Therefore the looks are going to attract a lot of comments. However there is no better place for it. Quote
Jselen1 Posted December 9, 2007 Author Report Posted December 9, 2007 Oh yea, I totally realize and respect that I just wanted to make it clear that i'm aware that it looks a bit drab, but I was just curious about what people think about it despite that fact. and once again, i DO plan on sprucing it up. Quote
Jselen1 Posted December 10, 2007 Author Report Posted December 10, 2007 Ok, first question I have for you guys in order to revamp the visual appeal of my map: Which looks better? The cold, drab lighting/skybox in the last screenshots i posted, or the lighting/skybox in this screenshot. Quote
m8nkey Posted December 10, 2007 Report Posted December 10, 2007 Neither look too great to me. People have provided plenty of constructive feedback to you and it doesn't look like you've taken any of it into consideration. Quote
Jselen1 Posted December 10, 2007 Author Report Posted December 10, 2007 one step at a time here guy... through a barrage of very positive and very negative reviews across a couple different forums, I have put together my to-do list for the next couple weeks. - replace some of the brushwork with models. (railings especially) - diversify texture pallet - play with displacements, reduce "blockiness" - play with lightmap scale - smooth groups - find a way to replace the wall around the map. - fix the skybox So, look forward to a visually revamped version hopefully by the middle of next week, if not sooner. Hopefully I will have changed some minds by then Quote
Jselen1 Posted January 2, 2008 Author Report Posted January 2, 2008 To all you non-believers, I now present to you the visually revamped version of de_mistymountain. BEHOLD!!!! If you can see anything that might need improvement, please let me know. Thanks to everyone for their comments and feedback. Quote
Mr. Happy Posted January 3, 2008 Report Posted January 3, 2008 Looks much better but it's still missing that visual oomph. More textures please But you are getting closer, keep working at it and you will get there. are Also, here something design wise for you: make the borders of the map not a big square. Could do well with some striking contrasts. Are there interiors? How do they look? Wait a minutes, wait just a minute...de_mistymountain_beta...89? Quote
Thrik Posted January 3, 2008 Report Posted January 3, 2008 Definitely an improvement. Although making the buildings you play in look a bit more realistic would be good. Try to think of why they might actually exist, and theme them to fit. Textures alone will help a lot, but so would a bit of detail. For example, you have those ramp platforms going around the body of the tallest building -- why not put railings there? Quote
Zacker Posted January 3, 2008 Report Posted January 3, 2008 Cutting down on the amount of concrete would help a lot. Quote
Jselen1 Posted January 11, 2008 Author Report Posted January 11, 2008 A few last minute design modifications. I turned the upper mid section into a room rather than a pathway, this should allow easier passage to the B bombsite for the T's, where before I felt like it was too open, and would be a little to dangerous of a path to take under normal conditions. I also turned a portion of the upper level of the T side building into a room for the same reasons. From this point on no more large changes will be made, only the possibility of slight polish here and there, but this is pretty much it. Quote
Sentura Posted January 11, 2008 Report Posted January 11, 2008 texture choice is poor, hate to say. you seem to use the same few concrete texture over most of the map. it really kills the atmosphere. solution: use different textures with more variety. it looks as if it was made for goldsource :\ Quote
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