de_altitude
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Re: de_altitude
Posted by $loth on Sun Mar 7th at 1:28pm 2004


This is my first map ive released, it took a few months to make.
Over the next week[or 2] i will release 2 other CS maps aswell

some feedback would be nice

[addsig]




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Re: de_altitude
Posted by 7dk2h4md720ih on Sun Mar 7th at 1:39pm 2004


It's better if you post semi complete maps so you can fix problems and incorporate others suggestions before they're released.

Looks nice for a first map, but there's plenty of room for improvement.

First off, check out this cliff tutorial:
http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=14

Then read this:
http://www.snarkpit.com/editing.php?page=tutorials&id=10

Where did Reno's other tuts go btw?

Keep up the mapping bud. [addsig]




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Re: de_altitude
Posted by $loth on Sun Mar 7th at 1:55pm 2004


Thanx AS, theyre some gd tuts, both of them. [addsig]



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Re: de_altitude
Posted by Orpheus on Sun Mar 7th at 2:23pm 2004


as master dave said, it is best if you post incomplete maps, its far easier for you to incorporate anything we might tell you that way.

your improvement may, or may not be dependant on our advice, but it is a fact that a few of our members do not post many beta's and their progress has been slow indeed, a few have never advanced at all, sadly.

snarkpit doesn't really concern itself with completed versions near as much as work-in-progress maps, it shows us ( the ones who care ) that you are more apt to be receptive of our advice if a map is unfinished, the alternative is a map already done and, well our collective experience will pick it to pieces, and usually ends up with the new mapper leaving in a huff.

looking at the screens, i see potential, but i also see extreme n00bism.. the details are in place, but poorly executed so to speak.

anywho's, a great 1st map none the less, far superior to mine.. the difference is, i had none of the advantages the snarkpit allows you 5 years ago.. use your resources wisely.

[addsig]




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Re: de_altitude
Posted by $loth on Sun Mar 7th at 2:30pm 2004


thanks for those great words of wisdom orph, but what do u exactly mean by
? quote:
but poorly executed so to speak.
? so that i can improve up on in my next map [addsig]




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Re: de_altitude
Posted by Orpheus on Sun Mar 7th at 2:40pm 2004


lemme see if i can do this again, i am a bit out of practice in my critiquing.. my advice, for what its worth, dig up some of my old critiques.. they are numerous and pretty indepth, some might answer a few of your questions.

this room/area.. its a box, with stuff tacked to the inside walls, not Incorporated into the room, but glued to the walls ans such.

make alcoved for the valves, make indentations in the ceiling for the door.. make the floor multiple elevations, in other words, don't just attach everything to the pre-existing walls.. make them look like they belong, not added to fill in space.

hope that made sense..

[addsig]




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Re: de_altitude
Posted by Leperous on Sun Mar 7th at 3:06pm 2004


"Build the room around the contents" I think is the gist, rather than building big rooms and putting things inside





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Re: de_altitude
Posted by $loth on Sun Mar 7th at 3:18pm 2004


cool, thanks, a bit puzzling but thanks anyway [addsig]



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Re: de_altitude
Posted by beer hunter on Sun Mar 7th at 6:37pm 2004


It feels a bit too HLDM-like, try using more CS textures as they usually look better than HL tex's.

The lighting in the orange corridor near bomb site B is extreme, for light_spots set the Inner Angle to less than the Outer Angle to get a fade at the light edges, try 24/96.

The env_beam rain sprites aren't too noticeable. Replacing them with an animated rain sprite would prolly look a lot better and take less time to do. Jinx has a nice one on his site - http://www.cryotank.net/

Try and make the next map a bit more realistic as the better CS maps seem to have more real world type buildings, vehicles, layouts etc.




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Re: de_altitude
Posted by Orpheus on Mon Mar 8th at 4:11am 2004


? posted by Leperous

"Build the room around the contents" I think is the gist, rather than building big rooms and putting things inside

yeah, what he said

its a fairly simple concept, but kinda hard to make a reality..

[addsig]




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Re: de_altitude
Posted by 7dk2h4md720ih on Mon Mar 8th at 4:55pm 2004


? quote:
thanks for those great words of wisdom orph, but what do u exactly mean by :quote:but poorly executed so to speak.:unquote:? so that i can improve up on in my next map


It's [*quote] and [*/quote] without the stars to get the quote box. [addsig]




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Re: de_altitude
Posted by $loth on Mon Mar 8th at 7:48pm 2004


lol okies, thanx,

/face goes red with n00bieness

[addsig]



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Re: de_altitude
Posted by $loth on Wed Mar 10th at 4:18pm 2004


ok...so i have taken all of ur comments into thought and changed my mind, i have taken the download link off [well just about to ] and will edit the map over the next few weeks.

TBH Mapping is harder than it looks as i have now found out.

[addsig]




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Re: de_altitude
Posted by Kain on Sat Mar 13th at 10:41am 2004


? posted by Orpheus

this room/area.. its a box, with stuff tacked to the inside walls, not Incorporated into the room, but glued to the walls ans such.

make alcoved for the valves, make indentations in the ceiling for the door.. make the floor multiple elevations, in other words, don't just attach everything to the pre-existing walls.. make them look like they belong, not added to fill in space.

Totally true! The space should be more animated. But I like the ambiance in the images, your choice of textures, and the lighting. Good work!





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Re: de_altitude
Posted by Myrk- on Sun Mar 14th at 11:01am 2004


In the 1st pic is there a hole between the rock cliff edge and the building which is seeping light? [addsig]



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Re: de_altitude
Posted by $loth on Sun Mar 14th at 12:15pm 2004


? posted by Myrk-
In the 1st pic is there a hole between the rock cliff edge and the building which is seeping light?

i dont think that there is, the enviroment light is directly above the first pic

[addsig]




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Re: de_altitude
Posted by beer hunter on Sun Mar 14th at 6:27pm 2004


There's some lighting bugs in there, could be due to a poorly constructed map or the result of enclosing the map in a big box to solve a leak - not a good idea.



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Re: de_altitude
Posted by $loth on Sun Mar 14th at 7:15pm 2004


? quote:
or the result of enclosing the map in a big box to solve a leak - not a good idea.

if you mean that the sky is a big hollow box around the map then yes it is *me hides in shame of being noobed at*

[addsig]




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Re: de_altitude
Posted by beer hunter on Mon Mar 15th at 7:30pm 2004


/slaps you for being naughty

Don't get too hung up on it, its prolly one of the easiest fixes to
get a map to compile and i can understand why peeps do it. Just try not to use it again as it can kill a map - bigger file size, increased compile times, usually higher r_speeds etc.




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Re: de_altitude
Posted by $loth on Mon Mar 15th at 8:59pm 2004


? posted by beer hunter
/slaps you for being naughty

Don't get too hung up on it, its prolly one of the easiest fixes to
get a map to compile and i can understand why peeps do it. Just try not to use it again as it can kill a map - bigger file size, increased compile times, usually higher r_speeds etc.

/me rubs self where been slapped

Thanks BH, so would it be better just to put a sky above the outside areas just upto the rocks?-in pic 1
[did that sound right?]

[addsig]





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