ts_terrace
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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 11:23am 2004


I have now finished my map & I would like some last comments on it, so that I can see what to do on my next project.

I am afraid I cannot edit the map as I have lost the file , but I would be greatful if you could comment.

Thanks in advance,
Pegs

[addsig]




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Re: ts_terrace
Posted by matt on Mon Feb 16th at 11:24am 2004


The link doesn't work, it should be

http://www.dazhampton.co.uk/downloads/ts_terrace.rar

[addsig]




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Re: ts_terrace
Posted by KoRnFlakes on Mon Feb 16th at 4:50pm 2004


A few more comments plz guys. Its being a bit ignored. [addsig]



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Re: ts_terrace
Posted by scary_jeff on Mon Feb 16th at 5:11pm 2004


I don't know if it's just the screenshots, but the map does seem very dark, though it looks like a pretty good atmosphere. I like the texture lights on the walls and things, and the skymap is good. One thing that strikes me as wierd is the width of the streetlights, and the actual light section of the strretlights seems very small.Also by the looks of things you have got plenty of polys to spare for things lying about like bins, wooden pallets, etc. I'm guessing I need to have the mod TS to play the map, so I haven't actually downloaded it.



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Re: ts_terrace
Posted by 7dk2h4md720ih on Mon Feb 16th at 6:37pm 2004


Your screenshots don't have to be that poor quality, try to aim for about 70-100k to get the best results.

The map has a blocky feel and there's quite a bit of texture repetition. Try and make the buildings more interesting with windowledges, trims around the bottom etc.

It's a bit empty too, add some exciting details! [addsig]




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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 6:41pm 2004


i cant do much in terms of editing (well i cant do anything) as i have lost the files :/ [addsig]



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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 6:45pm 2004


? posted by scary_jeff
I don't know if it's just the screenshots, but the map does seem very dark, though it looks like a pretty good atmosphere. I like the texture lights on the walls and things, and the skymap is good. One thing that strikes me as wierd is the width of the streetlights, and the actual light section of the strretlights seems very small.Also by the looks of things you have got plenty of polys to spare for things lying about like bins, wooden pallets, etc. I'm guessing I need to have the mod TS to play the map, so I haven't actually downloaded it.

I dont think you actualy need ts to play it but that is what it is ment to be for. You see you could put the files in hld but it wont have any weapons etc. So the best Mod for it is Ts (hense y i mapped for it ).

Yeah the screens shots are Dark cos it is a dark map, Mainly for Flashlights. I though i would make a Flashlight Map cos there are so many maps that ignore the fact that there is and you can use a flash light.

[addsig]




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Re: ts_terrace
Posted by Dr Brasso on Mon Feb 16th at 6:48pm 2004


interesting state of mind for a mapper to have....

Doc B...





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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 6:55pm 2004


what is that supposed to mean? [addsig]



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Re: ts_terrace
Posted by Tracer Bullet on Mon Feb 16th at 7:15pm 2004


I've tried flashlight maps before... it's allot of fun for a few players, but nobody uses the flashlights because the iluminate the player model. turn it on and you are good as dead.



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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 7:18pm 2004


good point there but there are so few Flashlight Maps i think it is a shame realy. Darkness (or the night) gives a good sence of atmosphere, i guess it is better for Mods then? [addsig]



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Re: ts_terrace
Posted by beer hunter on Mon Feb 16th at 7:39pm 2004


i cant do much in terms of editing (well i cant do anything) as i have lost the files :/

Have you thought about decompiling it with WinBSP ? its quite a small map and it prolly wouldn't take much to get it back.

Apart from some chunky brushwork and streets needing more stuff in them (vehicles maybe), its quite a fun map to play.

ttfn





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Re: ts_terrace
Posted by Tracer Bullet on Mon Feb 16th at 7:50pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Okay, here we go. It should be noted that help can be harsh, so don?t take these criticisms personally. The whole point of this is to show what you have done wrong, so I will spend very little time on what has been done right.


These lamp posts seem far to thick to me given the size of the light they are supporting. either decrease the size of the post or increase the size of the lamp they support. I like the subtle use of the fade brushes, but I think they should spread out more as they approach the ground, and you might consider a light_spot to make pools of localized brightness under the lamps.


This is a very broad stretch of very bland wall. You need more in the architecture. Flat walls just don?t cut it, and you do have the r_s to spare.


I think that these curbs are just too high. I?m guessing 16? Try 8 or so.


You have a max_viewable_distance problem here. see how the far wall disappears?


This is really the nicest looking bit in the map. While it is still quite thin, you have significantly more detail here than most anywhere else.

All in all, I like the theme. It?s not too dark imo, but you should have a bit more contrast. My main complaint is architectural detail. You can?t have too much or the r_s will kill you, but you need more than is currently there. Keep it up.

[addsig]




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Re: ts_terrace
Posted by Pegs on Mon Feb 16th at 9:46pm 2004


thanks for that Tacer, yeah the last pic you posted was like the 1 place I designed the rest i went from that thats prop y it is the best bit [addsig]



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Re: ts_terrace
Posted by 2dmin on Tue Feb 17th at 7:45am 2004


i like this map, if only you hadn't of lost the map you could have done a lot with it

a few pointers for your next attempt :

  • try to remember this is an environment you are creating, not just a killbox - take the time to add detail where it is required, keep some things simple and effective (like roads), and keep the lighting balanced and not too harsh
  • give the players room to move. there's nothing more annoying in ts than trying to do a stunt and flying into a massive brush.
  • try to avoid the blocking, compartmentalised feel by rounding corners, being generous with inside spaces, and generally letting the architecture "flow" instead of being ... for lack of a better word "plonked" down. so keep things connective, try to avoid dead ends, and for this map make the transitions between areas a tad smoother, by maybe changing the lighting or adding "separator" brushes instead of just changing textures.

i hope i've made sense. these are just my 2cents, and i think they could really help you in making good maps.

i know how frustrating it is to lose a .map, i lost 2 wonderful cs war maps which i spent weeks on, so now im just left with my cruddy 1 hour fun maps :S

[addsig]



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Re: ts_terrace
Posted by Pegs on Tue Feb 17th at 10:15am 2004


yeah I try as much NOT to make killbox maps and add as much detail as posible also keeping down the wpoly, the proplem i found with this map is that it just over strectched the max viewing distance so that slowed it down a bit i didn't want to make any extra lagging. Killboxes are sad and people that make them are sad loosers as i quoted in hlatlas 100 rooms is 100 rei maps in 1.

My next project will prop be for the specialists again or hl deathmatch cos i like the gore and stuff

Yeah i would of Kept the files but i was having proplems with my pc meaning I had to put 98 back on deleting everything (that was a b hatch) but sooner or later i will get a new pc that can fit hl on it and install it.

i was going to alow people on the top of the houses but that just ment you could jump into the skybox and very easaly go through the max distance to be viewed. The proplem with w poly is there is 1 Place where there was alot of wpoly making it lag so i had to take of detail to make it not lag in that place.

If you look at the images of my map at the top they seem to look better in small than they do bigger :? guess you cant see where i have "Mapped it" and where i haven't

[addsig]




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Re: ts_terrace
Posted by Cassius on Tue Feb 17th at 5:44pm 2004


Are your streetlamps lights or light_spots? Their beams don't seem to be hitting the ground.

In TS, dark player models + dark maps = you can't see s**t, and, well, I can't see s**t on this one.

Having 'beacons' of light, however, like having fairly bright areas around the streetlamps, means interesting gameplay, but for now I'm going to have to buy my trusty flashlighted Five-Seven - and so is everyone else.





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Re: ts_terrace
Posted by Pegs on Tue Feb 17th at 5:45pm 2004


the lights are just light with a Fade over the top.

If you play on a dark map you put on a Flash light thsat y i made it dark, anyway having an uber dark map can be funny at times and is good for stealth tactics or camping (also nown as CS)

[addsig]




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Re: ts_terrace
Posted by Tracer Bullet on Tue Feb 17th at 9:31pm 2004


If you want praise, don't make the map dark... but personaly, I like having very dark areas... I do think it's dumb when a mod implements flashlights and night vision, but none of the maps make them worht having. However you ought to accomidate both play-styles. for instance, have brightly light indoor areas contrasting with gloomy outdoors... [addsig]



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Re: ts_terrace
Posted by Pegs on Tue Feb 17th at 9:56pm 2004


thats a very good idea i will imply on my next map that i am currently making [addsig]




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