awp_swamp
Post Reply
Quote
Re: awp_swamp
Posted by NakedSnake on Wed Apr 12th at 3:24am 2006


This is a awp war map I made, first map, I am going for a real hide+seek based play, as player to player visibility is low.

I't seems to have some good gameplay, but the fps suffers for those who have lower end cards, I get about 60-80 in awp_swamp, while i get 120+ in de_dust2





Quote
Re: awp_swamp
Posted by reaper47 on Wed Apr 12th at 12:05pm 2006


AWP_swamp?

It looks like a lot of props stuck into a big square. Sorry, but perhaps it's better to leave this map for now and think of a little more intersting theme for your next map. There are too many "fun" maps out there, they're okay for some private clan or lan matches but not necessarily something you will get much attention for in public.

A nice and complete tutorial for optimizing (high fps) your map:

http://www.student.kun.nl/rvanhoorn/Optimization.htm




Quote
Re: awp_swamp
Posted by NakedSnake on Thu Apr 13th at 5:08am 2006


Ya, you got it pretty much right. It is a bunch of models in a square..lol, but that's ok, it was what I was aiming for with this one, but the low visibility "fun" awp_map was just something I always wanted to play especially in the swap/raining environment

And thanks for the tutorial link





Quote
Re: awp_swamp
Posted by Orpheus on Sun Apr 16th at 2:28am 2006


I am getting genuinely concerned over this trend of boxes with stuff in them.

I noticed quite a few submitted very recently. One of the authors was a complete prick about it even.

*shrugs*

I hope its a passing fad.

I do kinda like screen #3. Its very hard to tell its a box from that spot. Perhaps a better skybox and some visblocking terrain would help?





The best things in life, aren't things.



Quote
Re: awp_swamp
Posted by G4MER on Sun Apr 16th at 10:15am 2006


I have also been getting concerned over it, and most of the servers now adays, use these maps.. grrr. They suck.



Quote
Re: awp_swamp
Posted by $loth on Mon Apr 17th at 8:06am 2006


As said, the look of the box is a concern, work a bit on the edges for example vary the height and depth of the walls, but don't just have them as walls, make it a bit more realistic and have somewhere where the T's and CT's could have come in (though personally I would block this off with turrents etc). Also put some mountains in the background aswell, it will add to the depth and feel. Looking at screen 2 there doesn't look like theres a lot of cover, maybe some small hills like in screen shot 3, but again vary them. The water bit looks very good, I would definatly leave this in, but there are also lots of different trees which come with Hammer, possibly try some more variation of these aswell.

[edit] A good example of the variation thing i'm going on about: http://www.mallosworld.co.uk/map/01.jpg







Post Reply