de_garage_b1
Post Reply
Quote
Re: de_garage_b1
Posted by devil_monkey471 on Fri Aug 26th at 3:33pm 2005


I've put about 20 hours into this map, over the course of a month I'd say, and that include learning time. It's a fairly medium sized map, suitable for anywhere from 5 to 20+ players.

For a better description and more info, as well as screens check out the map page: http://www.snarkpit.net/maps.php?map=2238

I'm basically looking for people willing to try it out on their server or something, play around with a bunch of people and see how it goes. Bots can be a problem as they all immediately gravitate down into the car garage, the Ts not liking to take the alternate route inside, and the CTs not taking the vents at all. Bot play is possible, but doesn't show what can be done with the level.

If you get a server up please post the ip so I can join in if possible.

Obviously leave any suggestions here, but remember what problems I have already outlines on the map page.

Thanks for your support/criticism!




Quote
Re: de_garage_b1
Posted by Tracer Bullet on Fri Aug 26th at 4:06pm 2005


Looks Damn nice to me. It feels like a real office building.

The main thing you need to work on is lighting. There is nothing terribly wrong with the character of it, but many of your light sources just look odd. I'm not sure how you've constructed them or how you might want to fix them, that's just what I see. I'd also suggest more variation in the landscape outside. Most business don't settle for a flat lawn, and you shouldn't either. Try a big corporate sign with a fish pond and various other landscaping features!




Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.



Quote
Re: de_garage_b1
Posted by devil_monkey471 on Fri Aug 26th at 4:20pm 2005


I'm assuming for the lighting you're talking about the lights inside? I was trying to mimic those in office, but I can see what you mean when you say they look odd. In the 3rd picture, I noticed how one of them is bright around the ceiling and the other isn't... so yeah, I'll look into that.

If you're referring to those in the room with the projector, they should be exactly the same as in the official cs_office, I don't know why they look so out of place. They do appear to be glowing though, just not giving off light. I'll look into that as well

As for landscaping, That's a good idea, and I'll do my best to make it more creative out there for the future. What do you think about the grass texture? Should I lose the one with all the little sprouts? At first I thought it look alright, and added depth, but it doesn't really fit in with the setting. Not many offices would have weeds and long grass growing in the front yard.

EDIT - I tried making some fountain thing in the front yard, but to me, it just looked tacky, like I was trying to fancy it up, and it just looked bad. I think I'm gonna leave that how it is, or perhaps add a corporate sign or something like you said.




Quote
Re: de_garage_b1
Posted by Forceflow on Fri Aug 26th at 5:50pm 2005


A very good-looking first map, that is.



:: Forceflow.be :: Nuclear Dawn developer



Quote
Re: de_garage_b1
Posted by Tracer Bullet on Fri Aug 26th at 7:30pm 2005


Yup, you've got my meaning in terms of the lighting. There also seems to be a light in the last screen which has no source... bad.

In terms of the landscaping:

Yes, I think the tufts of grass look out of place, but you might go for an abandoned look which would also enable you to have more fun with the interior lighting. I.e. lots of broken light fixtures allowing you to get good light/dark contrast in areas you might not otherwise.

Most companies in suburban America have berms that front the streets to cut down on noise, and the corporate sign is usually a massive concrete thing which is situated on it's own little artificial hill with flowers, bushes etc. surrounding it. These things are indeed tacky as hell, but it would be realistic! If you go for the abandoned look, you could have the sign cracked, with dead bushes and weeds everywhere. Maybe a dry fish-pond with lots of debris in it... I dono.




Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.



Quote
Re: de_garage_b1
Posted by devil_monkey471 on Fri Aug 26th at 9:15pm 2005


Ok, well I've fixed a few things even since puting this up. First, that light your talking about was part of my unfinished lighting on the first floor. It was just there so you could see. I just finished actually doing the lighting down there, so their are now lights in the ceiling and everything.

I'm listing the changes in the description so you can see what I've done differently.




Quote
Re: de_garage_b1
Posted by ReNo on Fri Aug 26th at 10:54pm 2005


Very nice first effort, congratulations <img src=" SRC="images/smiles/icon_smile.gif"> Along with other people's comments, I suggest you do something with the ceiling in the underground car park. Its too flat and featureless - something you might get away with inside the office complex, but it stands out here. Try putting in support beams, indents with pipes and things running through them, etc... This will also give you some opportunity to play around with more interesting light fixture locations.






Quote
Re: de_garage_b1
Posted by devil_monkey471 on Fri Aug 26th at 11:15pm 2005


Alright, I think I've taken care of most things, except for maybe a sign out front. I'll look into the underground ceiling, maybe I can spice things up. If you're going off just the screens, there's actually more to it that a flat plane, but I can mix it up even more <img src=" SRC="images/smiles/icon_biggrin.gif">.

Please check the map page itself to see the list of changes I've incorporated already.




Quote
Re: de_garage_b1
Posted by satchmo on Sat Aug 27th at 1:34am 2005


Pretty darn good for a first try. I like the architecture and the layout--it looks great for facilitating gameplay. The outdoor and indoor areas are connected with windows, and that's perfect for good sniping.

You have lots of models, but some overlays would enhance the map even more.

Too bad that I don't play CS, otherwise I think I'll enjoy this map very much.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



Quote
Re: de_garage_b1
Posted by devil_monkey471 on Sat Aug 27th at 1:35am 2005


Yeah, I spent the time planning the layout before I even started mapping. I've got a few pages of graph paper with crude blueprints, and I actually deleted the entire first and second floors a while back and redid them because I felt it wasn't balanced.

Gameplay's definitely my main focus.




Quote
Re: de_garage_b1
Posted by Coestar on Sun Aug 28th at 3:37am 2005


Looks pretty sweet buddy, keep up the good work. I agree with some of the other comments... some of the lighting could be tweaked and certain details adjusted, but honestly I can see that a lot of planning went into this one. <img src=" SRC="images/smiles/icon_smile.gif">



<A HREF="http://www.xenostarz.com/maps" TARGET="_blank">My maps are stupid.</A> smiley



Quote
Re: de_garage_b1
Posted by MisterBister on Tue Aug 30th at 2:30pm 2005


Looks really great for a first attempt, you should be proud of yourself..
My first map looked like... Erhm lets not talk about that, ok? =).


I would try to use more detailed textures if possible and try to make the lighting look a bit more interesting.
I would make the lighting look like dawn or night, simply because it is alot more easier to create a cool atmosphere during that period of the day.




Quote
Re: de_garage_b1
Posted by devil_monkey471 on Wed Aug 31st at 2:39pm 2005


Ok, I think I'm pretty much ready to put up the new beta... should I just do it now? Or do you think people should get more time to point out mistakes with the version up here?

Thanks for your time guys.




Quote
Re: de_garage_b1
Posted by devil_monkey471 on Mon Sep 5th at 9:45pm 2005


Bump?

Still looking for advice on this.




Quote
Re: de_garage_b1
Posted by devil_monkey471 on Wed Sep 7th at 9:51pm 2005


Cool, thanks for he help guys O_o.




Quote
Re: de_garage_b1
Posted by Trapt on Thu Sep 8th at 7:12am 2005


lol.

Judgin' by the screenshots, it looks pretty nice. I'll go through them one by one and tell you what I think.

Screen 1:
Looks pretty nice. Architecture seems quite good. Only a couple things which I think need work. The terrain is really flat, and it comes accross as pretty boring. The fence down the end looks fairly simple and boring too, it could do with some extra detail.

Screen 2:
Meh. It's alright, but the lighting is awfully boring and repetitive and the shot doesn't seem too interesting. Your architecture seems a little strange too. I've never quite seen anything similar to it in real life. Also, it could do with some.... stuff. It seems really empty and boring. Bomb sites should be interesting.

Screen 3:
Looks nice. Apart from the fact that it's filled with props. A little extra brushwork detail rather than relying on props would be good. Also, one side of the stairs has a fence, the other doesn't. It looks a bit odd. Perhaps the floor next to the stairs needs a little trim texture (like on the stairs themselves) or maybe you could fence it off like the other side. Apart from that, it looks great.

Screen 4:
Most obvious thing is the purple checkerboard. Somebody is missing a texture! <img src=" SRC="images/smiles/icon_smile.gif"> What stands out to me is the lack of stuff. This time there isn't ENOUGH props, or anything to make the area interesting. As I said with screen 1, some terrain variation and fence detail would be good.... and add some props!

Screen 5:
Looks nice, I guess. Once again, you are relying on props for detail. I guess it doesn't matter too much though, since it's a nice clean office theme, and you haven't overloaded the place with props.

Overall, it seems pretty decent. It needs a little work to make it an excellent map, but it IS pretty good right now.



I seem to have done toilet on your floor



Quote
Re: de_garage_b1
Posted by devil_monkey471 on Fri Sep 9th at 3:54am 2005


Hey thanks! <img src=" SRC="images/smiles/icon_smile.gif">

Ideas are always welcome. I've compiled another beta, so perhaps I'll switch up the links and post new screens soon.

It still needs more variation out front, but I think the insides are much improved.

I'll take your ideas into consideration next time I boot up hammer.





Post Reply