returnts_satancity by the Carpenter
ts_satancity


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Game: Half-Life: The Specialists
Added Thu Nov 30th 2006

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Stalk the late night streets of Satan City on a killing spree.


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0 starsPosted by Orpheus on Sun Jun 25th 2006 at 3:35am

I realize our first meeting was somewhat less than optimal but... I really must ask that you read my tutorial.

I'd like to participate in any image viewing too.

[author]
Posted by the Carpenter on Sun Jun 25th 2006 at 3:23am

No ... death to roleplay.

0 starsPosted by Cassius on Fri Jun 23rd 2006 at 10:04pm

? quoting Orpheus
I see dark, grey, flat buildings no better than those things Sulsa built years ago.
I agree. It looks like the urban areas of Duke Nukem, to be quite honest.

Is this intended to be a TSRP map? - if this is the case, I can understand the blockiness.

0 starsPosted by reaper47 on Mon Jun 19th 2006 at 3:37pm

Again, do something with lighting. Add some yellowish or blueish tones to the lights to get a cold/warm contrast or make some of them brighter, some of the lamps look like they hardly reach the floor, making the greyish ambient light the only thing you see.

Reminds me of oldschool mapping a la si_urban.
0 starsPosted by G.Ballblue on Thu Jun 15th 2006 at 4:43pm

I personally think it looks rather cartoony. Colors seem to be of more solid colors than textures, but that may be because I just got out of the shower and my wet hair is danglining in front of my eyes <img src=" SRC="images/smiles/heee.gif">

Just try to keep the w_poly down a bit and you're all set. I realize that having fun with mapping and still making low-r_speed architecture is nearly impossible, but you seem to be all set with it. (I saw that one screen had 847 w_polys, which isn't too bad in my book <img src=" SRC="images/smiles/icon_smile.gif"> )

Also, there doesn't seem to be much cover in those streets. TS leans towards realism, and a few sure-shot players or snipers would clean house against anyone unlucky enough to be in those streets -- put something in there that I can jump behind when some s.o.b. comes charging out with an ak :P
0 starsPosted by R-o-D on Thu Jun 15th 2006 at 3:45pm

yeah... 6 years?

I COULD say I've been mapping for 10+ if I included the screwing around with doom I did when i was a kid but, I dont.

looks very blocky to me.
textures appear to be very boring/monotone;

I think its time to move to source.
or quake 3 (since its practically free these days.)


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[author]
Posted by the Carpenter on Thu Jun 15th 2006 at 5:13am

6 years = thick skin/humble

More progress in the last 24 hrs though & I thought I'd show it.

Even further down, now.

0 starsPosted by reaper47 on Wed Jun 14th 2006 at 3:36pm

Very, crisp, clean mapping. I like.
Could need a lot more contrast in lighting, though. Looks like three white spotlights are brightening up the whole thing (and it's still dark).

Welcome to the Snarkpit, Carpenter. Orpheus is as critical as he is honest so don't take it to hard. If you hadn't the 6 years of experience his comments would have been 6 times harsher, believe me it's possible.
0 starsPosted by Orpheus on Wed Jun 14th 2006 at 10:15am

Are we looking at the same links? The blue ones?

I see dark, grey, flat buildings no better than those things Sulsa built years ago.

No offense but, they are dismal.

/me rechecks.. Perhaps I was badly mistaken for which I apologize whole heartedly.

0 starsPosted by Juim on Wed Jun 14th 2006 at 2:16am

The architecture is definitely crisp looking Orph. And the texturing is top notch. I especially like the last shot. Very colorful. I like it. Has great potential.

PS. I believe these are pre-source screens.

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