Posted by Addicted to Morphine on Tue Sep 12th 2006 at 4:23am
Gbus, BvS took a lot of his own time to write out his reply, it seems pretty disrespectful to just ignore his response because it's longer than a paragraph.
Posted by Naklajat on Sun Sep 10th 2006 at 4:21am
Don't say "give me some feed back please thankyou" if you're going to disregard feedback from people who don't pull their punches to save your feelings. I'll state this again: feedback is a two-way street. <br> <br>You asked, I obliged, you got offended because I gave your map an honest rating, and you neglected the second half of my original post. I explained my original post, and tried to give you more in depth tips, spending my free time to write them so you might benefit, and you disregarded it because I gave your map a 2/10. <br> <br>Seems to me that any more time I spend helping you will be time wasted. Learn to accept feedback before you ask for it.
Posted by Gbus on Sat Sep 9th 2006 at 11:43pm
Im not reading this, if you want to argue with me, add me to msn i guess.
Im not reading this, if you want to argue with me, add me to msn i guess.
Posted by Naklajat on Fri Sep 8th 2006 at 10:08pm
"Read some tutorials, look at the good and bad of maps that others have made, including Valve officials, and try again, but this time have objective eyes look at your work-in-progress and tell you what's wrong and what could be improved, and listen to them." key statement "and listen to them." <br> <br>I stated what's wrong with the map, I stated it in a dry tone, but those are the basic technical errors. I'll go through each and every point if you want, but if you're not going to listen I'm not gonna waste my time. Sorry for the cynical point of view but I've seen a lot of people say "give me feedback" then leave the Snarkpit for a place where people will tell them their map is leet. Feedback is a two-way street, there's no reward for the critiquer if the critiquee doesn't listen, which is part of why the Snarkpit has lost it's "umph." Sorry for ranting about the SP's past, but there was a day when a mapper would have his map torn to shreds and spit out in dry chunks of criticism and be grateful someone with more experience took the time to help them. There's no more humility in saying "give me feedback." <br> <br>There's a wealth of knowledge in the collective noggins of the Snarkpit, but you have to be willing to accept the form it comes in, which is often links to tutorials or even the search page. Expect more honesty than kindness in critiques, I'll be kind right now though.
Posted by reaper47 on Fri Sep 8th 2006 at 5:41pm
I don't play much CSS but it doesn't look like a "2" from the screens. Snickers had some very clear points. Cubemaps missing, arkward lighting (the circles of light around the neon lights in the third screen look strange, for example), the hostages hidden (think of people who never played your map), physics props in the way and layout flaws I cannot comment on myself so far... <br> <br>CSS's default maps are the _TOP_ of realism possible without ruining gameplay. It makes no sense to advertise your levels as "realer than real". Also the fourth shot for example does look a little artificial probably because of lighting and texturing. <br> <br>It seems you have what it takes to become a decent mapper but try to reflect on what people give you as feedback instead of staying stubborn. Then you can make your next map 3 times as good.
Posted by Gbus on Fri Sep 8th 2006 at 4:19pm
Its a real building you see, that was the point as i said. Blame the arcitect : ) <br> <br> <br><a href="http://robbiemcgonigle.com/hostfiles/sailingclubthign.bmp" target="_blank">http://robbiemcgonigle.com/hostfiles/sailingclubthign.bmp</a> <br> <br>You didnt review it man it says post "only helpful comments", i dont mind if you dont like but you just said it was bad. That means nothing to me i want to be able to improve it. Tell me how you would have aproached this one you being the experienced mapper i presume.
Its a real building you see, that was the point as i said. Blame the arcitect : ) <br> <br> <br><a href="http://robbiemcgonigle.com/hostfiles/sailingclubthign.bmp" target="_blank">http://robbiemcgonigle.com/hostfiles/sailingclubthign.bmp</a> <br> <br>You didnt review it man it says post "only helpful comments", i dont mind if you dont like but you just said it was bad. That means nothing to me i want to be able to improve it. Tell me how you would have aproached this one you being the experienced mapper i presume.
Posted by Naklajat on Fri Sep 8th 2006 at 2:14pm
Phrases that come to mind upon loading this level, in order of appearence: Missing or unbuilt cubemaps, awful lighting, too many and ill-placed prop_physics, poor layout, not finished, awful lighting. The hosties are in a pitch-black room that you wouldn't ever see if you didn't look for it. <br> <br>I give it a 2 because it isn't a killbox and it has all of the core game-essential entities. <br> <br>Read some tutorials, look at the good and bad of maps that others have made, including Valve officials, and try again, but this time have objective eyes look at your work-in-progress and tell you what's wrong and what could be improved, and listen to them.


