fy_splooge
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Re: fy_splooge
Posted by Tracer Bullet on Mon Jan 17th at 8:45am 2005


? quoting Crono

? quote:
omg if u guys dont understand if a map is fun or not then you have lost everything that is mapping. If you map just to look at it and say wow, I made that isnt it pretty, but never play it cuase it is terrible than whats the point? Make a map so it is fun, sure making it pretty cna help too but make one that is fun as well, that is all that really matters, if its fun than it is done.


A map that has absolutely no dynamic, but "Shooting" isn't fun. Believe me, most people will agree that the "art form" aspect is NOT just appearance. It's everything.


Precisely.

[addsig]




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Re: fy_splooge
Posted by Trapt on Mon Jan 17th at 8:59am 2005


For God's sake. Stop acting like a little boy.

This is your first map. You made the decision to release it into the SnarkPit, a place where YOU KNEW that people had a chance to critisise.

You can't SERIOUSLY listen to your friends opinions when it comes to mapping, unless they are actually experienced mappers. They are going to support you anyway, because that is what friends are for. Of course you are going to have fun with your friends, THEY ARE YOUR FRIENDS. I could map a 512x512 box and hollow it, and my friends would have fun. Do you know why? Because we are friends, and we enjoy each others company.

Your map looks terrible, and I must say that there is usually about 5-10 times as many views on maps as there is downloads. That said, you must expect that people will comment without downloading.

Before you go off and sulk about what I am saying, have a think about it. Is it our fault that YOU placed your map in a position to get critisised?

Take a look at the official maps, and take a look at your own. See any difference? Of course you do. Official maps have lighting, texturing, layout, and do not blind you. Your map however, is fullbright, uses about 2 textures, lacks a good layout, and is potentially deadly to look at.

Don't take this the wrong way, but THINK about what you are doing next time. THINK about whether posting your map here is a good decision. THINK about whether your map is at a decent enough standard to be posted here.

The funny thing is, even though I am being as nice as I can, I'm guessing your next post will be something along the lines of: 'u guys rae asshoels, i hate u dickhaeds. you have no restecp for any1. its not pertty, btu it plyas wlle wif my frends lol omgz roflz. yuo hv no idearr wat u r taklin aboot, uve only bene mappngi fro 3 yreas. fcuk fof n00b.'

People here are being gentle, and you get pissed off. If you really wanted to, we could go 'This map sucks bad. I can make this in 10 seconds. You suck, stop mapping now.' But we don't. We tell you to keep mapping, and not release a map until it is ready to be released.

Take this into account, and stop getting angry. Your anger shows immaturity, and all round stupidity.

-Trapt [addsig]




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Re: fy_splooge
Posted by Orpheus on Mon Jan 17th at 11:11am 2005


? quoting kdhunt2000
omg if u guys dont understand if a map is fun or not then you have lost everything that is mapping.

really?

not my first release, but it falls specifically into your "fun" to play and it looks forking wonderful.

never accuse us of losing sight of the priorities in mapping, fun is there i promise, but we established ages ago that fun is 100% subjective and personal.. so it is of no more importance than looks, so why not create both simultaneously?

for a first map, you did alright, if you expected more, then you only have yourself to blame. you credit 20 players for saying its wonderful. name them, name 2 of them, name one that i know.

1,000's have played my map, a few dozen or so said it sucked all kinds of owl s**t.. they had your mindset however so they were discounted as ignorant.

build another map, learn from this one, as we all did, and continue to do.

/nuff said about this hunka-hunka burning love.

[addsig]




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Re: fy_splooge
Posted by Myrk- on Mon Jan 17th at 11:56am 2005


You'll get no respect because you can't map! Thats the basic lowdown. You haven't learnt essential basics that add to the immersive nature of gaming. If you wanted all fun and no graphics then why the hell are you using source? Why not Duke 3D engine like someone said. The point in source is that you can take your ugly map and make it look nice.

You could quite happily run RAD on that map to give it lighting, add some cubemaps and some nice effects and it would instantly be better (not much, but its a start).

[addsig]



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Re: fy_splooge
Posted by Adam Hawkins on Mon Jan 17th at 12:20pm 2005


Looking at the screenshots, you could do with a bit more of a theme than a box with walls. Also, look into maybe aligning/matching the scale on the wall textures as they're all over the shop at the moment.

Standards are high here, don't take it too personally. What you have to understand is that submitting such a simple map is bound to get the kind of feedback you don't want.

Keep trying and improve your skills

[addsig]




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Re: fy_splooge
Posted by Captain P on Mon Jan 17th at 2:40pm 2005


For me, this map reaches a point where it's visuals actually hinder the fun for me...

Graphics don't have to be 'uber', but they also must not detract from the gameplay. You'd rather create something where the visuals enhance the fun instead of discarding them as not being important.

For example, think of a tetris-game. Let's assume I like the game, navigating blocks to form lines that disappear. Now when they are all grey blocks, that's fine, but nothing too interesting. A screenshot wouldn't get me to play the game, even though it may well be fun.
Now change the colors of the blocks, add a nice texture to them, and give a particle effect when a line disappears. That makes it much more interesting already, and screenshots are now more likely to convince me to play.

See, visuals and gameplay are much more linked together than you thought. Just as a game doesn't exist from rules and objects alone, it's the cooperation between them that makes the final product.


Oh, and put your map in a .zip next time. That shows you put some more effort in your map, wich may convince some more people to download it.
[addsig]




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Re: fy_splooge
Posted by Leperous on Mon Jan 17th at 2:45pm 2005


That's great if your friends like it, but you asked us what we thought and we said My personal opinion is that this is the worst level since spikebox (which involved, er, a trap with spikes- why bother making maps of this standard when such crap already exists in huge, unwanted piles?!), though at least the trapdoors opening/closing looks decent.



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Re: fy_splooge
Posted by kdhunt2000 on Mon Jan 17th at 7:23pm 2005


OK, time to say a few things. I dont expect you guys to go "WOW, THIS IS AMAZING!!." I expected you guys to think it sucked. But when someone works hard, when someone spends a lot (yes a hell of a lot) of time on their first map, it jsut totally makes them want to stop mapping when people say "AHHH MY EYES!" or Jesus, you suck. I was thinkin maybe people would have said, "Not too bad for your first map but here are some things I would suggest changing..." But instead everyone jsut says, "Your so teh lame, use duke 3d engine ,drrrr." Captain P put it best when he said that it is like tetris. He didnt attack me, he gave me a calm cool, and very reasonable response, I am probably going to go back and add some more textures. I mean when you guys made your first maps, where they awesome!? I am proud of my map, I odnt think I will ever get as good as you guys, maybe close but probably not. Oh and the people I played it with where just random people not my friends. About 34 have said it was good and about 7 said it sucked.



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Re: fy_splooge
Posted by Orpheus on Mon Jan 17th at 7:29pm 2005


there are 27 replies, including yours. all contain germs of useful information. all you seem to want to see is bad and good comments. since its your map, i suppose that how you should do it, but you also only seem to see the good/bad. there is a lot more than that.

even the basic "this map sucks" has a kernel of info, albeit all negative. but in your heart of hearts you must agree, the map does indeed suck, so the info, although hurtful is 100% true.

personally, the way i read it, or keep reading it, you want people to stroke you, and that is just out of the question. my advice, make a list of all the useful comments contained within this thread and apply them on your next map.

this map sucks, make the next map..... not suck.

i would consider one last piece of advice. stop complaining, cause someone is REALLY going to say something soon..

[addsig]




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Re: fy_splooge
Posted by kdhunt2000 on Mon Jan 17th at 8:28pm 2005


ok w/e, anyone have a suggestion for a new map? I was thinkin of makin a gauntlet type thing, but I'm not sure.



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Re: fy_splooge
Posted by Joe-Bob on Mon Jan 17th at 8:46pm 2005


For your next map, I would suggest going off your imagination, thinking about stuff you like, and reading some of the HL1/HL2 tutorials on this site.

By "going off your imagination", I don't mean that you shouldn't plan stuff like layout. I have a pad of graphing paper by my computer which I've used to sketch out basic architecture and layout of levels. In fact, something I've done recently is played games with rounds (Action Half-Life, Counter-Strike:Source) and sketched out stuff I thought of while playing. It's really pretty helpful.

Personally, I didn't release the first three maps I created. I did release the fourth, but it was ugly and barely playable. I've also released a map that got 4th in a contest of 6, mostly due to lack of planning. In short, I've yet to release something I'm very happy with, but I'm learning. I didn't get many positive comments on any of the released maps, but it did help teach me to make lemons into lemonade.

If someone says your map looks like Half-Life 1, add detail and architecture. If someone says that your map flows like a stagnant pond, read books about level design. See what the greats in deathmatch think about it. If it's boxy, sketch out more complex architecture and learn how to implement it using things like the vertex and clip tool.

Every negative comment has a reason, and that reason can be interpreted as advice. Remember this, as it will not only improve your mapping, but most areas of your life as well.




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Re: fy_splooge
Posted by kdhunt2000 on Mon Jan 17th at 8:50pm 2005


ty joe-bob, I actually had a pencil and graph paper when I was reading this. I think I'm gonna drop the fun maps and make a serious, cs or de map. Thx





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Re: fy_splooge
Posted by Orpheus on Mon Jan 17th at 8:54pm 2005


? quoting kdhunt2000
ty joe-bob, I actually had a pencil and graph paper when I was reading this. I think I'm gonna drop the fun maps and make a serious, cs or de map. Thx

those maps require skill.. at least to pull off well.

you may not be ready yet. work on a small HLDM map of some kind, work out your kinks and then tackle something of that scale.

i have been at this years, and i wouldn't trust myself fully to make a playable CS map.

tis your call, but you had trouble accepting commentaries about this one, how are you going to react to a real map :/

[addsig]



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Re: fy_splooge
Posted by Joe-Bob on Mon Jan 17th at 9:01pm 2005


Exactly, it would be much easier to make a playable deathmatch map. Frankly, getting a deathmatch map playable is a hell of a lot easier than trying to balance a map with teams.
If you insist upon making a map for a mod, it would be a good idea to make it for a mod where it's acceptable to have both bases be identical. In HL1's case, take TFC and Science and Industry. Another idea is a map that takes place on a deathmatch map, like Action Half-Life or The Ship. Third, you could make it for a mod where maps are expected to to have interesting features but play like crap, such as Sven CoOp.

Of course, Half-Life 2 is short on mods ATM, so a deathmatch map would be a pretty decent idea.




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Re: fy_splooge
Posted by kdhunt2000 on Mon Jan 17th at 10:12pm 2005


well you see, that was the glory of fy maps, but u guys told me that they were lame.



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Re: fy_splooge
Posted by omegaslayer on Mon Jan 17th at 10:16pm 2005


Work your way up, start small, base your maps around atmosphere, then you can do a map like this, only make it realistic. And for god sakes man, put some lighting in it!!
[addsig]




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Re: fy_splooge
Posted by ReNo on Mon Jan 17th at 10:26pm 2005


People frown upon FY maps because its forcing a gamemode into a game that doesn't suit it - CS is meant for objective based rounds, not deathmatch. There isn't anything wrong with deathmatch if the game it is in suits it
[addsig]




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Re: fy_splooge
Posted by kdhunt2000 on Mon Jan 17th at 10:40pm 2005


OMG I AM SO CONFUSED. I think I'm just done mapping. God I jsut wanted to have fun and everything sucks now.



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Re: fy_splooge
Posted by mazemaster on Mon Jan 17th at 10:46pm 2005


Dude, just do whatever you want and have fun. Different people map for different reasons and thats OK. [addsig]



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Re: fy_splooge
Posted by Crono on Mon Jan 17th at 10:48pm 2005


? quote:
OMG I AM SO CONFUSED. I think I'm just done mapping. God I jsut wanted to have fun and everything sucks now.


What are you? Three-years-old?

Get over it.
[addsig]





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