My first REAL map(not really, though).

Reveal what you have made so far and get feedback on development.

My first REAL map(not really, though).

Postby Keyser Soze on Wed Jan 12, 2005 7:31 pm

This isn't exactly my map, it's my brother's concept, but I worked on it, and am the one to try and distribute it. I have a few screenshots, and haven't decided on the name, but it should be fun, mostly for avid snipers:


Inside this building(a hotel) is where CTs spawn. It's mostly stairs, only one room, at the very top. We may add rooms in a bit.

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Behind this warehouse is where Ts spawn, directly across from the hotel. Both the hotel and warehouse roofs are accessable.

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This mess should make for some interesting firefights.

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The bare(not for long) top room beside the roof access of the hotel.

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And finally, the roof of the hotel. Great for sniping, but I still need to add some advantages fo terrorists(cover, hidden routes).

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Well, what do you think? I still don't know if it'll be just a "kill eachother" map with buyzones, or a de_ with only one bomb site. Please post comments, suggestions, or anything that might help. Thanks!


Also, don't whine at me, this is my first(and not my idea) map.
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Postby RefaelBA on Wed Jan 12, 2005 10:33 pm

First map? Very nice [being supportive]!!!
Me like, but you got some faults that can be fixed.
When you film something or picture it, you mostly watch never to aim at direct light, or you'll get mere shadows of what you want to see. Right? Well, most of your pictures look like that. Try making your map lit in special ways. The sun is helpful, sure, but it shouldn't be just it.
My design philosophy is about making pretty places. That's all. IMO, I would put more light into some places, or mess with the lights until the player gets to see the level the way it should be.
The indoors can also use some more light. Having the light models on the cieling doesn't mean the lights go near them; you can place the lights in places that'll truely light you rooms.
Other than that, the view from the roof is really nice. There's a good sense of height, and the car down there looks good. However, the textures on the road and sidewalk are kinda repeatitive. I mean, it shows. Use some decals, mess with the tex application, throw some models in there and make it an interesting road to look at.
I would make the road a but smaller, so it would be easier to make it interesting. Put some lamps (models in City17 props folder, I think), and generally make us feel this is a street :D
Except that, this is certainly better than test boxes :D Keep up the good work, you got it going :P

(BTW I haven't even officially released a map so you're free to laugh at me and disregard what I said if you feel like it. These are merely opinions. There's no right and wrong in deisgn methods.)
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Postby Keyser Soze on Wed Jan 12, 2005 11:07 pm

Thanks for your input. About the textures, I was planning on doing that, and I am going to add more models. As for lighting, my brother wants it simple, but I want it to look contrasting and pretty. Maybe I'll mess around with stuff like that. I'll certainly add some more things for cover from roof snipers, otherwise it'll be impossible to avoid getting hit.
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Postby littlejay on Thu Jan 13, 2005 3:23 pm

imo, the doors go too far into the buildings and the road is a bit wide and be sure to add alot more detail to the map. its a nice start though for a first map :wink:
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Postby Jest@ on Thu Jan 13, 2005 6:55 pm

Personally i don't like the huuuuuuge buildings. for one, texture repeat . Two, they're just too huge and bland...architectural detail would be nice...like some balconies, basement entrances, steps, extrusions etc. Thuink about it, since when have you seen a tower block that just goes straight up from the ground without some kind of detail etc?

Sorry if i sound like i'm flaming, i dont mean to. looks good for a first map, just suggesting where to go from there.

yeah...road = too wide methinks. Lamposts, roadsigns etc would be nice. Also, see if therre are any road-marking decals, or make some better decals/textures for the road. Add a roundabout or something, some traffic islands, barriers....

2nd screenshot: on the left, the building's texture meets the pavement half-way. half a window meeting the floor.

the stairs in the hotel room look a bit small...... try having them 16 high, 32 deep (and as wide as needed).

I suggest a subway station with multiple entrances (like at different sides of the road) as a good way to make cover. you could pop in when uder fire, and pop out on of the other exits. Also, making the entrances at the right angle to sniping points and you'd have a bit of wall to hide behind, if you see what i mean. A few smaller buildings on corners and stuff would help improve the visual flow, rather than big block buildings on right-angle streets.
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Postby Keyser Soze on Thu Jan 13, 2005 10:29 pm

I was planning on making a few balconies accessable by the roof or the rooms that they lead to. One leading down to the other, or something. About the subway idea, that might be good, but my brother wants this to just be a simple "shoot eachother" map(challenging, but fun).


Of course, this won't be the only map I work on. I want to save some stuff for other maps. The subway idea, for instance: I have wanted to do a subway map for a while, but if I do, it may be single player. I don't want to have several maps that look the same, so I'm saving some ideas for future maps. Thanks for the feedback(even if it's criticism, it makes me want to keep on truckin'). I'll look into some of those traits.
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Postby Jest@ on Fri Jan 14, 2005 1:10 am

fair enough. I just personally love high-detail, 'proper' maps, not shoot-everyones. As regards balconies and other details, just sticking them in to break up edges is good, even ones you can't get to or that don't feature in the gameplay. just to 'round stuff off' and give it a less fake visual look.

sorry, really don't wanna sound harsh and critical and like i'm flaming you, i really mean to be constructive, it just *sounds* nasty :)
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