1
Re: [map] Aim_Duality
Posted by PooSlice on Sun Dec 5th at 8:37pm 2004
This is a a discussion topic for the map "Aim_Duality" by PooSlice which can be found here
Map description:
Its a Aim map with a little twist added to it. There are two different spawnpoints for each team so Its bound to have some intresting firefights.
Map screenshots:
No images are available for: Aim_Duality
Posted by PooSlice on Sun Dec 5th at 8:37pm 2004
This is a a discussion topic for the map "Aim_Duality" by PooSlice which can be found here
Map description:
Its a Aim map with a little twist added to it. There are two different spawnpoints for each team so Its bound to have some intresting firefights.
Map screenshots:
No images are available for: Aim_Duality
Re: [map] Aim_Duality
Posted by The_6th_monkey on Sun Dec 5th at 8:44pm 2004
Posted by The_6th_monkey on Sun Dec 5th at 8:44pm 2004
Hmmmmmmm......I love all the advanced architecture :rolleyes:
Re: [map] Aim_Duality
Posted by Desert Gunner on Sun Dec 5th at 9:21pm 2004
Posted by Desert Gunner on Sun Dec 5th at 9:21pm 2004
In the first pic everything (except the boxes of course) looks too flat. The courtyard in the second pic looks to open. A few boxes would help that.
<br>
<br>It sounds like it would be fun to play though.
Re: [map] Aim_Duality
Posted by Jezpuh on Sun Dec 5th at 9:23pm 2004

Jezpuh
member
115 posts
32 snarkmarks
Registered: Sep 16th 2004
Location: Assen, Netherlands
Occupation: School
Posted by Jezpuh on Sun Dec 5th at 9:23pm 2004
This is the first source map I've seen that looks extremly boring and dull
<br>
<br>Congratulations.
Jezpuh
member
115 posts
32 snarkmarks
Registered: Sep 16th 2004
Location: Assen, Netherlands

Occupation: School
Re: [map] Aim_Duality
Posted by Mor7y on Sun Dec 5th at 9:54pm 2004

Mor7y
member
63 posts
66 snarkmarks
Registered: Sep 3rd 2003
Location: in front of a PC
Occupation: School
Posted by Mor7y on Sun Dec 5th at 9:54pm 2004
Way to simple and boring. When you make a CSS map, you must make DETAILS
Not just plain boxes with a little cutting and transforming. That's not enough to make a good aim map 
Mor7y
member
63 posts
66 snarkmarks
Registered: Sep 3rd 2003
Location: in front of a PC

Occupation: School
Re: [map] Aim_Duality
Posted by Perin on Mon Dec 6th at 4:20am 2004
Posted by Perin on Mon Dec 6th at 4:20am 2004
The lighting is pretty good and accurate. You may want to add some sort of light fixtures in picture 1 to make it more real. As far as the rocks go, try to use some terrain tutorials to enhance it. On the grass fields, again, use a tutorial to enhance the appearance to make it look more realistic. The smallest of details also add quite the amount: put shrubs, trees, rocks, boards, random things to fit... it all adds up.
<br>
<br>Good luck with the map 
Re: [map] Aim_Duality
Posted by Sinner_D on Mon Dec 6th at 11:29pm 2004

Sinner_D
member
376 posts
78 snarkmarks
Registered: Oct 11th 2002
Location: Sandiego, CA
Occupation: Freelance mapper
Posted by Sinner_D on Mon Dec 6th at 11:29pm 2004
You'd think with the ability of HL2 engine people woulda left this CS dieing art dead. comeon its the HL2 engine, get creative bro.
Sinner_D
member
376 posts
78 snarkmarks
Registered: Oct 11th 2002
Location: Sandiego, CA

Occupation: Freelance mapper
Re: [map] Aim_Duality
Posted by SnarkSephiroth on Tue Dec 7th at 3:39am 2004

SnarkSephiroth
member
206 posts
31 snarkmarks
Registered: Sep 10th 2003
Location: Phoenix, Arizona
Occupation: Automotive Tech Student
Posted by SnarkSephiroth on Tue Dec 7th at 3:39am 2004
One word: Displacement. It will definitly help this map a lot.
SnarkSephiroth
member
206 posts
31 snarkmarks
Registered: Sep 10th 2003
Location: Phoenix, Arizona

Occupation: Automotive Tech Student
Re: [map] Aim_Duality
Posted by parakeet on Thu Dec 9th at 8:45pm 2004

parakeet
member
544 posts
64 snarkmarks
Registered: Apr 30th 2004
Location: Eastern US
Occupation: n/a
Posted by parakeet on Thu Dec 9th at 8:45pm 2004
Umm its kinda [BOXY] at least make something smooth. The world around us "just incase you havent been outside in a while" is eroded by rain and is bumpy. yours looks like the universe popped out of a box. you could seriously cut off an arm with the sharpness of those corners = P gl
parakeet
member
544 posts
64 snarkmarks
Registered: Apr 30th 2004
Location: Eastern US

Occupation: n/a
Re: [map] Aim_Duality
Posted by Andrei on Sat Dec 18th at 2:39pm 2004
Posted by Andrei on Sat Dec 18th at 2:39pm 2004
I can't believe people are actually calling this a "map"! Bring on the map generator!
Re: [map] Aim_Duality
Posted by TMA-2 on Mon Dec 20th at 11:41am 2004
Posted by TMA-2 on Mon Dec 20th at 11:41am 2004
That's some impossibly immaculate grass clipping in the first screenshot, there.
Re: [map] Aim_Duality
Posted by ben_j_davis on Wed Dec 22nd at 11:47am 2004
Posted by ben_j_davis on Wed Dec 22nd at 11:47am 2004
Just use these criticism's to your advantage, you have the basis of a reasonable map, just expand on it. Like other people have said before, go through the Snarkpit tutorials, add some more detail to your level. Make it more interesting to the eye.
<br>
<br>I cant really talk because on my first map there were some boring corridors that i could have jazzed up.
Re: [map] Aim_Duality
Posted by PooSlice on Sun Jan 2nd at 12:58am 2005
Posted by PooSlice on Sun Jan 2nd at 12:58am 2005
Hehe well its my first try at a map, sorry I had not read a lot about mapmaking only some basic videotutorials. I think even if it looks kinda bad it is kinda fun to play, but yes you are right it don?t look like flowers. I have just started working on a hl2dm map and i hope it will look a lot better because it will be inside with a loot of moody lights and not so "boxy".
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0115 seconds.

Snarkpit v6.1.0 created this page in 0.0115 seconds.


