[CSS] de_inorganic *Updated 3/18*

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[CSS] de_inorganic *Updated 3/18*

Postby mollick2 on Tue Mar 08, 2011 3:01 am

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If anyone would like to check it out and give me some thoughts or opinions, it would be appreciated.

http://mikemollick.com/maps/de_inorganic_rc2.zip
Last edited by mollick2 on Fri Mar 18, 2011 5:32 pm, edited 5 times in total.
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Re: [CSS] de_inorganic

Postby thefight on Tue Mar 08, 2011 3:58 am

Needs more stuff
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Re: [CSS] de_inorganic *Updated*

Postby mollick2 on Wed Mar 09, 2011 7:41 am

Added more detail for cover an such. Also fixed the lighting.
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Re: [CSS] de_inorganic *Updated*

Postby poisonic on Wed Mar 09, 2011 7:55 am

looks good!!!
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Re: [CSS] de_inorganic *Updated*

Postby BubbleQ on Wed Mar 09, 2011 3:35 pm

It looks really cool. I like the size and you have good architecture. This map can really be something nice, you have done a great job so far.
Things you should consider:
Finish the 3dskybox witch you have already started on.
Ad some sound, like birds and such. Not to much though, maybe watersound ;)
Make the grates have "frames" instead of just changing the side texture.
The white-blue house should be longer towards the lightblue house. Don´t know how this will agree with gameplay, such as chokepoints^^ You decide...

I think you can do something really nice out of this and I can´t wait for the next update :)
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Re: [CSS] de_inorganic *Updated 3/10*

Postby mollick2 on Thu Mar 10, 2011 7:20 pm

Updated again, added a soundscape, fixed the greats and added a bit more to the skybox I think I'm gonna add more to the shorelines of the skybox still. I would like to know if you guys think the skybox buildings could use a bit more variety.

I'm gonna leave the blue building as is for now, I'll see how it is when i play test it.
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Re: [CSS] de_inorganic *Updated 3/10*

Postby [frank] on Fri Mar 11, 2011 12:41 am

From the pictures the bloom looks a little too strong.

Also, in your 5th picture there is some severe light bleeding.

In the final picture it also looks like the reflections are not correct. Make sure that there is only one plane of water that you are rendering and make sure that it isn't tied to an entity.
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Re: [CSS] de_inorganic *Updated 3/11*

Postby mollick2 on Sat Mar 12, 2011 8:11 pm

I decreased the bloom, and fixed the light bleeding in the the A bombsite.
The reflections I'm not sure about, It's a single plain of water, but it still has the same issue. I think it may be an issue with my gpu on my laptop. Its a single brush with nodraw and a water texture on the top face with a cubemap attached to it.
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Re: [CSS] de_inorganic *Updated 3/11*

Postby mookie on Sat Mar 12, 2011 10:09 pm

The radar has the bombsites lettered opposite to your decals. To me, the radar has it right, because radar A has more ingresses than radar B.

The overview needs to be trimmed down; you should erase all the areas that aren't playable (rooftops, alleys). The overview should be a useful picture of the map. Also, the yellow bomb areas don't line up with the actual bombsites.

The reason your water reflections are screwing up is that you also have water in the sewer. You can have water in the sewer, but it needs to be limited to areas so that it and the open water can't be visible at the same time. Since you can see the open water from the top of the ladder at radar A, this means mainly that the water needs to be limited to some puddles on the longer stretches, or as much as you want near radar B. You also may need to place hints in the sewer depending on where you put some water.

The pipework/conduits running along the sewer wall are annoying because you bump into them. You can either disable collisions on them, or place a thin brush of toolsplayerclip to cover them up.

The number of props you can bump into and move around is excessive, especially around radar B. The blue barrels will go everywhere if one grenade hits them, and can be pushed down into the sewer for an extra-annoying obstacle.

The choice to turn the walls of the office area near radar B into func_detail is difficult to understand, especially the wall right by the stairs, which could block a meaningful part of this room from view from the outside. This office itself seems fairly unnecessary in terms of gameplay; maybe it should be locked up and the glass made bulletproof.

The second story floor in this area is visually weak, because it has no support, even running along the edge of it.

Radar A would be more interesting if these huge tanks were moved far enough off the fence or the wall to let a player walk behind.

The fire escape props around T spawn are just about the most annoying prop ever, when their peculiar clipping is figured in.

If you get on top of the cab of the box truck here and walk up to the wall, you're stuck until you suicide. I'm not sure if that has anything to do with the fire escape, or just because the truck is too close to the wall.

The spawnpoints for both teams don't need to be packed so close together. This will not present too much problem with bots, but with human players who sometimes stand around for a few seconds it will be a problem.

Tying the small building in T spawn to func_detail is inexplicable.

As you run around outside, most of the leaves are taller than the buildings. The outside is almost as un-optimized as possible. You need to use hints to cut these leaves off shortly above jumping-height, and ideally cut down some of the huge leaves that run around the corners of buildings.

The trucks, cars, and oil tankers, pallets of toxic barrels, crates, and blue floaty barrels are overused. Try to get rid of these anywhere that they're not needed for gameplay purposes.

In terms of timing, radar A seems fairly indefensible. You may want to consider moving CT spawn outside midway between the two sites, and moving T spawn further towards the direct route to radar B.

There are three main ways to go, and they're all more or less a straight alley/road from the T side to the CT side. This will probably not make for good gameplay, because every time you walk around a corner you'll be suddenly exposing yourself to a huge area. Most routes on most maps are built more or less as S curves so that you can move partway through without being completely exposed like that.
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Re: [CSS] de_inorganic *Updated 3/18*

Postby mollick2 on Fri Mar 18, 2011 5:43 pm

Alright, now that im not on spring break it's hard finding time to work on the map. I modified it quite a bit this time around.

Fixed the radar and bombsite labels.
Fixed the soundscape up.
Removed water from the sewers, it wasn't easily noticed anyways.
Disabled collision with the piping in the sewers.
Locked the office up, also no more func_detail on these.
Removed some of the clutter and potentially hazardous prop_physics from the warehouse.
Added a support system for the catwalk.
Added doors to the "garage door" openings in the walls.
Removed the fire escape from T spawn.
Removed rail tanker near T spawn.
Modified the two smaller buildings outside of T spawn.
Modified the the building near bombsite A creating cover between the two sites.
Moved both CT and T spawn sites.

I will be optimizing the map before the final release, but i do not have the time atm.
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Re: [CSS] de_inorganic *Updated 3/18*

Postby mookie on Sun Mar 20, 2011 1:44 am

Just played for a while. The B side is timed about right, but A seems to be too easy for the Ts to rush. It looks like T will win about 2/3 of the rounds.

Some of the spawnpoints are not in buyzones. It's very hard to get out of spawn sometimes, because players will want to go in opposite directions; both spawns would probably be better if there was an area with some spawns, and then a dead area in front of it a bit.

On the CT side, players can boost from the toxic barrels right by spawn, up to the low roof, then up to higher rooves.

The A side is very hard for the CTs to even get into, without the good use of flashes. This seems to be mainly because the Ts can get complete control of the middle alley very quickly. Giving the CTs a second way into A or the middle alley might help if the timing can't be changed.
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