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Re: [map] de_Strife
Posted by uNsaiN on Sun Apr 1st at 10:57pm 2007
This is a a discussion topic for the map "de_Strife" by uNsaiN which can be found here
Map description:
de_Strife is a medium to large sized map that takes place in a group of storage warehouses. I started this map while I was working on other projects for the mod Off-Limits. My goal was to make a very balanced map and I think I accompished that pretty well after lots of playtesting in my computer class at school. It is a Defuse map that supports 32 players.
Map screenshots:
No images are available for: de_Strife
Posted by uNsaiN on Sun Apr 1st at 10:57pm 2007
This is a a discussion topic for the map "de_Strife" by uNsaiN which can be found here
Map description:
de_Strife is a medium to large sized map that takes place in a group of storage warehouses. I started this map while I was working on other projects for the mod Off-Limits. My goal was to make a very balanced map and I think I accompished that pretty well after lots of playtesting in my computer class at school. It is a Defuse map that supports 32 players.
Map screenshots:
No images are available for: de_Strife
Re: [map] de_Strife
Posted by dewdle on Mon Apr 2nd at 12:52am 2007
Posted by dewdle on Mon Apr 2nd at 12:52am 2007
From the shots it seems a bit open, just in the sense of bare floors really. Braking it up with more props might help, but also might be too much. I think maybe even decals, trims etc would help break it up a bit more. It might also be the texture, compare the first shot to the last one and you'll note the last looks better (floor-wise).
dewdle
member
21 posts
69 snarkmarks
Registered: Apr 9th 2006
Location: Australia
Occupation: Student
member
21 posts
69 snarkmarks
Registered: Apr 9th 2006
Location: Australia

Occupation: Student
Re: [map] de_Strife
Posted by omegaslayer on Mon Apr 2nd at 10:57pm 2007

omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA
Occupation: Sr. DevOPS Engineer
Posted by omegaslayer on Mon Apr 2nd at 10:57pm 2007
Good looking map, my only critique is that its too clean. The cement has no tire marks or dirt on them. This can be acomplished by decals.
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Re: [map] de_Strife
Posted by Junkyard God on Wed Apr 4th at 9:36am 2007

Junkyard God
member
654 posts
73 snarkmarks
Registered: Oct 27th 2004
Location: The Nether Regions
Occupation: Stoner/mucisian/level design
Posted by Junkyard God on Wed Apr 4th at 9:36am 2007
From the shots it does apear very clean, the lighting is very clean and there's no decals places in the map suggesting any type of activity at the area what so ever.
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<br>Depending on the theme you want to give your map, try adding tyre tracks to the areas where you think vehicles might leave them, decals of maybe adverts of the company who owns the place, maybe some little rascals left a spraypaint tag somewhere on a wall.
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<br>What would happen around a warehouse? What type of things are actually stored there, how would the place be lit? Would there be machines and sounds going round the map of production or is it really storage, which would mean there might be stuff like containers thatare half unloaded, yet to be processed further.
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<br>Take some time trying to note down all sorts of activities that you would expect there to be would your map be a real life situation, and the nafter that ,try to work out how to incorporate these activities into your map.
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<br>This is a nice base of a map, but the lack of detail leaves me to think it's not complete, rather like 90% or so done.
<br>Little additions to the atmosphere can greatly improve immersion into the area and make the player feel like they're walking around a place they would encounter in real life.
Junkyard God
member
654 posts
73 snarkmarks
Registered: Oct 27th 2004
Location: The Nether Regions
Occupation: Stoner/mucisian/level design
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