Eynesbury
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Re: Eynesbury
Posted by wil5on on Fri May 28th at 2:13pm 2004


OK, I took Gollums idea and I'm trying to post another thread for the same map...

New beta to dl, new screens. Library has been added, but lights now look crap... due to svc_bad...

EDIT: w00t it works! I had to crappify the lights because all the lights I had used a func_wall, i got svc_bads when I added the library, so I made them all flat world brushes.

[addsig]




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Re: Eynesbury
Posted by ReNo on Fri May 28th at 2:17pm 2004


Those prefab couches look bad...and somewhat out of place sat in a corridor. If you insist on having random couches, you may wanna take a look at TDK's website, he has models of couches which will probably look a load better...

http://thedoenerking.myexp.de/models.php?section=tdk_furniture

Just noticed there are computer models too, and pot plants [addsig]




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Re: Eynesbury
Posted by wil5on on Fri May 28th at 3:03pm 2004


Well... I was planning on getting the layout first, and then fleshing out the details. I have already DLed the couches from TDK, since youre so insistent on them theyll be in the next beta. [addsig]



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Re: Eynesbury
Posted by scary_jeff on Sun Jun 6th at 10:20pm 2004


I think those models Reno pointed out would be great in your map. I think it has the potential to be a quality map like cs_office, but at the moment I think it is a little too big. Not just the overall area, but the ceilings seemed quite high, and the doors were definately too big IMO. Perhaps you could make the doors shorter and have a window pane above them or something if the ceilings are in fact as high as that.

I loved all the posters and the PC screens in the computer room, they made me laugh. The projecters were very nicely done as well.

I think you need to make the map a little more close quarters, and use the odd object for cover in some places. As an example, I know you don't have the r_speeds for a full set of tables and chairs everywhere, but you could have the odd tipped over table, behind which people can hide (and through which clever players might shoot them )

Another thing you could do is vary the lighting a bit. I know a real school is generally just 'bright', but the map could look better if you set your striplights to give off a little less light, and perhaps a duller shade as well, to make the map feel less 'sharp' lighting wise. It is hard to get a good atmosphere in a very clinical looking area.

You might be able to save a fair bit r_speeds wise by swapping the brush-based vertical blinds for a vertical blinds texture. I don't know of one off hand, but this would seem to be a texture that wouldn't be hard to make. Even easier if you made them horizontal blinds.




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Re: Eynesbury
Posted by $loth on Sun Aug 15th at 6:51pm 2004


Anyupdate news on this? [addsig]



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Re: Eynesbury
Posted by wckd on Sun Mar 20th at 9:58am 2005


i'm gonna be honest. <br>the map isn't all that great; the aesthetics are very poor, textures are overused and makes the map look dull and boring. <br>the architecture is bland. <br>try finding better textures and using some distinct architecture in different places to make for a better experience.



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Re: Eynesbury
Posted by wckd on Sun Feb 8th at 11:14pm 2004


i'm gonna be honest. <br>the map isn't all that great; the aesthetics are very poor, textures are overused and makes the map look dull and boring. <br>the architecture is bland. <br>try finding better textures and using some distinct architecture in different places to make for a better experience.



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Re: Eynesbury
Posted by wil5on on Mon Feb 9th at 11:26am 2004


Still early days... don't make any nasty judgements (on the architecture atleast) like this until ive got more work done on it. <br> <br>I need help with textures!!!!!!




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