Posted by satchmo on Mon Jan 3rd at 5:37pm 2005
Please post your comments here instead of the actual map section. I would like to reserve that section for reviews once the map is complete. Thank you.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by ReNo on Mon Jan 3rd at 5:52pm 2005
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Nickelplate on Mon Jan 3rd at 5:55pm 2005
Nickelplate
member
2770 posts
327 snarkmarks
Registered: Nov 23rd 2004
Location: US

Occupation: Prince of Pleasure
Posted by satchmo on Mon Jan 3rd at 5:59pm 2005
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by satchmo on Mon Jan 3rd at 6:03pm 2005
Wow, you've got a sharp eye, ReNo! I did use 0.25 scaling for most of my textures, with the exception of the outside stone floor. I was trying to boost performance by using 1x scaling on this huge brush surface, but I'll experiment with 0.25 scaling (and 0.5 scaling) for the outside floor to see how much of a performance degradation I get.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by Nickelplate on Mon Jan 3rd at 7:42pm 2005
but where did you get the model?
PS. I have already made realistic looking trees and some statue-work with displacemnts.
[addsig]Nickelplate
member
2770 posts
327 snarkmarks
Registered: Nov 23rd 2004
Location: US

Occupation: Prince of Pleasure
Posted by RabidMonkey777 on Mon Jan 3rd at 8:30pm 2005
It looked nice from what I could tell when I previewed it, I see you've made some changes since then...I'd suggest adding a pathway to the front entry and displacement-mapping the stone floor on the outside ever-so-slightly, unless it's like that in real-life.
RabidMonkey777
member
207 posts
100 snarkmarks
Registered: Jul 9th 2004
Location: Denver, Colorado, USA

Posted by Cassius on Tue Jan 4th at 12:16am 2005
The architecture needs trim and contrast, right now it's a bunch of shapes.
[addsig]Posted by satchmo on Wed Jan 5th at 4:37am 2005
Thanks for all the suggestions. They are very helpful. I've spent some time today adding some trim and highlights to the facade. I couldn't get the 3D skybox to work properly. I'll try again tomorrow, after looking at some example maps by Valve.
I am also very sick from a cough and rhinorrhea (probably caught it from the multitudes of sick kids I see everyday), so I am taking a break from mapping for now. I am not staying up all night mapping this week (like I've done last week).
Instead, I'm staying up late to shoot antlions and Combines! ![]()
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by 7dk2h4md720ih on Wed Jan 5th at 7:05am 2005
I am also very sick from a cough and rhinorrhea (probably caught it from the multitudes of sick kids I see everyday), so I am taking a break from mapping for now. I am not staying up all night mapping this week (like I've done last week).
Help me, I have Rhinorrhea!


Posted by satchmo on Wed Jan 5th at 7:38pm 2005
I have to work this afternoon again, so I'll have to save the rest of editing until tomorrow.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by satchmo on Thu Jan 6th at 4:51pm 2005
I've never played HL deathmatch or HL2 deathmatch until last night, so I am still getting the feel of multiplayer gameplay. I need a lot of advice when I release the beta of Justice for download on the gameplay. I want to ensure that the play is balanced for each spawn point and no one has any unfair advantage.
I anticipate the release of the beta next week.
[addsig]satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by satchmo on Fri Jan 7th at 12:19am 2005
I need someone with web storage to post the final version of the map for me. I used to have an account with my college, but they've deleted my account recently (I graduated more than ten years ago, so I don't blame them).
Would there be a kind and generous person who lets me upload it to his/her site when the map is complete? Thanks in advance.
[addsig]satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by Quaver on Fri Jan 7th at 12:40am 2005
Quaver
member
144 posts
54 snarkmarks
Registered: Oct 28th 2003
Location: London

Occupation: Student
Posted by Leperous on Fri Jan 7th at 12:48am 2005
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by satchmo on Fri Jan 7th at 6:24am 2005
I have the beta ready for some play-testing. I am sending it to you right now.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by satchmo on Fri Jan 7th at 6:31am 2005
Take the beta for a spin, and let me know at this thread how I can improve it. Thanks a bunch.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by satchmo on Tue Jan 11th at 2:27pm 2005
Please post any comments on gameplay in this thread. Particularly, I want to know whether it's a good idea to add glass to some of the windows. I didn't do it yet because I am concerned that they might interfere with multiplayer gameplay.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Posted by IrishGuinea on Thu Jan 13th at 5:23am 2005
Nice map, better than most first maps. It's to dark inside. It would look alot nicer if you lit up some of those areas more. The prison section needed some lights in the cells. you don't need to make it all bright but just some dim lighting so theres no real blacked out areas, you have toilets and stuff in the cells but how can you use them as weapon if you cant see them.
The outside areas is to square, well rectangular, break up those outside walls with some variation, the grass is kind of basic too, you could ude the displacment better, try using 3 or 4 setting, the few raised areas you have are to sharp looking.
also add some throwable stuff outside, it's pretty bare. The buggy is pretty useless, can't keep it going around the perimeter without bangin into the outside walls, but i bet its fun to run someone over ![]()

nittpicking here, but the window throws wood gibs instead of glass

These are nice but too tall, I can't see the courtyard below, so they're useless. make them lower. Theres quite a few windows that are to tall or not wide enough to jump through. that would help gameplay alot if fixed.

you have a ledge along that white line, I drew it because it's to dark to see it. add some lights on top of it, might throw some cool shadows. Its to dark through there, as is alot of places.

You have quite a few of these walls sticking out around the map. to easy to get stuck on, clip them or angle them so it fades into the wall behind it. stairwells are to tight, but I dont think you can fix that without major changes.

Pretty boring basement, dress up the columns atleast. and change that ambient sound your using in there, it's almost deafening it's so loud.
good potential, not a bad first map. keep it up.
IrishGuinea
member
51 posts
5 snarkmarks
Registered: Nov 14th 2004
Location: USA

Occupation: Production Manager
Posted by satchmo on Fri Jan 14th at 4:25am 2005
I am actually making a single-player version of the same map right now. I'll definitely light things up more.
[addsig]
satchmo
member
2077 posts
396 snarkmarks
Registered: Nov 24th 2004
Location: Los Angeles, U.S.

Occupation: pediatrician
Snarkpit v6.1.0 created this page in 0.0107 seconds.

