Re: [map] kap9dm
Posted by Riven on Tue Apr 20th at 3:48am 2010
Overall, I was surprised at how well detailed it all was. It really does feel like a real place in so far as it really resembled a real place. I know it is your house, but I just want to say even though I've never been there, I think I have a pretty good idea.
Also, what really impressed me was the 3D skybox. the way you managed to slip the displacements between them, seemed really well done. and the skybox trees are the right distance away. as well as the skybox building models. And with minimal content, you pulled off a nice scene.
A few little things like the water could probably be scaled up a bit so it's animation didn't seem so apparent. And the map didn't seem to have any cubemaps built yet. All I saw were what looked like skybox reflections. I ran "buildcubemaps" and only loaded 3 of them (as far as I could tell).
Overall though, I don't know how well it will play as a DM map, but as an accurate representation of a real place, it looks believable. And I can't believe this map took 20 hours to compile, that's crazy. There are some complicated brushwork for the angles in the house, and I must imagine, vis had a fun time dealing with that. A map of this size should not take 20 hours to compile. But whatever you did, it seems to have come out nicely. A shame you can't work on it further.

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Re: [map] kap9dm
Posted by kvackabill on Tue Apr 20th at 9:24pm 2010
Uploaded updated version, fixed the cubemaps.. (the reason they werent built is I included the wrong bsp).. also the grass should work now...
I tried it on another computer and everything looked ok.

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Re: [map] kap9dm
Posted by G4MER on Tue Apr 20th at 10:28pm 2010
Is there anyway I can get you to compile another version of this map for Counter Strike Source?

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Re: [map] kap9dm
Posted by kvackabill on Wed Apr 21st at 12:41pm 2010
I am well aware of the faulty gameplay in this map. It's more of a design project than anything else.
The map is playable though, but any more than 4 players would be a nightmare..
As for converting it to CS; it would probably be better because of the less hectic tempo. But it still wouldn't be good gameplay wise, the only way it could be playable is as an aim map.

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Re: [map] kap9dm
Posted by ffjakebrake on Thu Apr 22nd at 4:37am 2010
I think your map is a good "base" for a map, but it unfortunately does not lend itself to deathmatch gameplay. Inside the buildings require increased flow. Doors are too small, hallways are too narrow. More props needed inside also. Outside connectivity and flow also needs some help. If you can improve these areas then I think this would make a good deathmatch map! As I said, I think this is a good map as a base so I sure hope you release additional versions.

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Re: [map] kap9dm
Posted by kvackabill on Thu Apr 22nd at 8:56am 2010
As I said I have not put any time into making it suitable for deathmatch. It is what it is.
Maybe I will continue working on it, but I don't think so.. it would be very hard to change those things (making hallways broader and doors less small etc)..
When I continued building on this map, I didn't think it was going to be good gamelpay wise. I was just interested in finishing it and thought it would be a fun project to work on.

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