Posted by Forceflow on Fri Mar 30th 2007 at 12:33am
This has potential, but you need to work on the lighting. It's not fullbright already, but it hasn't got any soul.
Posted by Orpheus on Sat Mar 24th 2007 at 8:09pm
For my part, if they would remove the concept of "Frag Yard" and put it back to Killbox, it wouldn't be so bad.
To alter the name, just to be more politically correct is poor sportsmanship.
What I cannot understand is, almost anyone can make an arena map. And they are accepted. Why not add just 10 walls or so and make a killbox an arena?
Anyway, this map got some good advice. AND it was pretty much unbiased.
Posted by Junkyard God on Sat Mar 24th 2007 at 3:17pm
I don't think most level design communities are a big fan of fy_ maps.
But you could turn the 'theme' of the map into something nice by revising the layout drastically.
Posted by reaper47 on Sat Mar 24th 2007 at 2:52pm
Well, dents would be decoration too...
I think this is and will always stay a fy_ map and you can't magically turn it into anything more complex. You could put in more stuff, but no matter how many props and details there are, they'll always look like they are staged in a square arena (because they are). So... I don't know. I think the main message of this thread is that the Snarkpit isn't a big fan of fy_ maps :/
Posted by Junkyard God on Sat Mar 24th 2007 at 9:16am
Might be nice to try and clip/vertex some dents into the trailer walls and such.
Because now it looks very dirty and sloppy, but yet very neat and sturdy at the same time.
I think a trailer like that could do with some denting.
Posted by Kasperg_JM on Sat Mar 24th 2007 at 4:18am
It's true.
I thought that even if it's simple and doesn't look too good at this point, the idea has a lot of potential. HL2 and CS:S are full of props made exactly for this type of setting.
What I still don't understand is why some mappers show more care in making the 3D credit letters and decorating the screenshots than on making the map itself pretty. A good looking map advertises itself with just a couple of screenshots.
Posted by Orpheus on Sat Mar 24th 2007 at 1:13am
I do believe that this is the most comments I have seen in a long time with regards to such a basic map layout/design.
Its rather refreshing. ![]()
Posted by Naklajat on Wed Mar 21st 2007 at 12:53pm
Classic CS is less about being able to aim and more about knowing where to stand and when to move. A bunch of noobs with good communication and a plan can beat a team of pubgod uberaimers who don't communicate.
@Bender
It looks better than most fy_ maps, but it still lacks a lot visually.
-Snickers
Posted by Junkyard God on Wed Mar 21st 2007 at 11:29am
The tactical side of maps might get repetitive, but msot of todays cs players, don't even know the map train, or havana.
But I guess this map fairs not bad ofr an fy map due to the fact that it's not just a box with some random props spread around.
Posted by reaper47 on Wed Mar 21st 2007 at 10:38am
Well, it's OK. The map has vrad run and accaptable brushwork and texturing which puts it above the majority of fy_ maps.
Did you run cubemaps btw? Those reflections look a bit fullbright.
I'm also coming to a point where I don't really feel like "blaming" anyone, including the mappers, for the lack of tactical maps. I think that players simply got too good, learning the one most effective way of playing a given map (especially default ones) so the tactical aspect actually gets quite repetitive and only the quick reactions count. So this is all that experienced players really play for, if they want to win (which they do). fy_ maps may be good for training reactions.
I suppose that there's still a possible layout left that would force players to learn new tactics. But it's probably very difficult. With good reactions you don't really need to use tactics to win.
Sorry for being so pessimistic. If you spend some time on the Snarkpit you get very direct. Don't let that get you down


