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Re: [map] fy_aztecwall_b1
Posted by floboy on Thu Jun 23rd at 4:43pm 2011

floboy
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Location: Bucharest
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Posted by floboy on Thu Jun 23rd at 4:43pm 2011
This is a a discussion topic for the map "fy_aztecwall_b1" by floboy which can be found here
Map description:
Fy map inspired by de_aztec , it is my first fy map and my second CS:S map ever. Would really apreciate feedback on it.
Map screenshots:
Screenshots for: fy_aztecwall_b1


floboy
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Location: Bucharest
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Re: [map] fy_aztecwall_b1
Posted by 9centwhore on Sun Jul 17th at 1:36am 2011
Posted by 9centwhore on Sun Jul 17th at 1:36am 2011
Here are some things I'd add/change/try out:
° The outside areas are too dark. If you're going with Aztec
s theme there's no reason you can't light up the outside the same way they did using some of those yellow lamp stands (props_c17/light_floodlight02_off.mdl)
° Add some glow (env_sprite) to the lights, you've already done the dust motes and this will complete the effect.
° Maybe lower the wall in the middle a little bit and adding steps up either side so that it's still too high to see/shoot over but creates another route, unless you're going for blood_assault's ring-around-the-rosie gameplay
° Change the soundscape for the indoor part or maybe stick with the same one but lower the volume on it. Either way it should sound like you're under cover and not still out in the downpour
Other than that, good first effort hope to see more _b
° The outside areas are too dark. If you're going with Aztec
s theme there's no reason you can't light up the outside the same way they did using some of those yellow lamp stands (props_c17/light_floodlight02_off.mdl)
° Add some glow (env_sprite) to the lights, you've already done the dust motes and this will complete the effect.
° Maybe lower the wall in the middle a little bit and adding steps up either side so that it's still too high to see/shoot over but creates another route, unless you're going for blood_assault's ring-around-the-rosie gameplay
° Change the soundscape for the indoor part or maybe stick with the same one but lower the volume on it. Either way it should sound like you're under cover and not still out in the downpour
Other than that, good first effort hope to see more _b
9centwhore
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member
20 posts
21 snarkmarks
Registered: Nov 29th 2004
Location: NZ
Occupation: International Man of Mystery
Re: [map] fy_aztecwall_b1
Posted by Riven on Mon Jul 18th at 9:29am 2011

Riven
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Posted by Riven on Mon Jul 18th at 9:29am 2011
For this being your second CS:S map ever, (and I'm deducing your overall 2nd map ever), It's not bad looking at all. Just some unbalanced aesthetics as 9centwhore pointed out.
In addition I might say this>...
I don't have a problem with Fight Yard maps but one this small leaves out the 'yard' part! It's all spawn with some connecting hallways; don't ya think they should be separated a little more with something (a yard perhaps) between them?
Over that too, I gotta say since the wall in the middle is the only thing keeping the map from being a killbox with some hallways on the side, I think it should not be possible to reach the other spawn area from yours by lobbing a grenade over the wall. I didn't play it with people but I know that's gotta be a bad omen for this map. That would get pretty old pretty quickly I'd imagine.
*spawn*
*flash bang*
*dead*
This map should expand just a little bit to be worth playing for any longer than 2 minutes. Other than that it *looks* like a nice plausible area from de_aztec, It just deserves to be made of more spaces to keep it interesting!
Keep at it!
In addition I might say this>...
I don't have a problem with Fight Yard maps but one this small leaves out the 'yard' part! It's all spawn with some connecting hallways; don't ya think they should be separated a little more with something (a yard perhaps) between them?
Over that too, I gotta say since the wall in the middle is the only thing keeping the map from being a killbox with some hallways on the side, I think it should not be possible to reach the other spawn area from yours by lobbing a grenade over the wall. I didn't play it with people but I know that's gotta be a bad omen for this map. That would get pretty old pretty quickly I'd imagine.
*spawn*
*flash bang*
*dead*
This map should expand just a little bit to be worth playing for any longer than 2 minutes. Other than that it *looks* like a nice plausible area from de_aztec, It just deserves to be made of more spaces to keep it interesting!
Keep at it!
Riven
super admin
1639 posts
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Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
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