Cratesis


Map Download
Map Rating
Map Info

unrated
unrated
0 faves
0 ratings
5905 views
1431 downloads
Game: Half-Life: Deathmatch
Added Thu Mar 23rd 2006

Map Description

This map has a discussion topic which can be visited here

If crates are the spawn of Satin, welcome to hell. Before you is the one of the many crate factories which labor night and day to bring these insipid cubs of evil to CS and HLDM maps everywhere. From molten metal to six sided polygons, I aim to meet the needs of all creatively blocked mappers in the world!! *cue evil laughter*

A medium HLDM map with three main areas planned including the crate production area, crate storage area *cringe*, and the hydroelectric dam which powers the plant. r_speds are rather high in places, but meh... I was really more concerned with visuals than gameplay to the maps detriment.


Post ReplyView Topic
Discussion
[author]
Posted by Tracer Bullet on Tue Mar 9th 2004 at 1:07am

Much thanks all around, and in particular to Orph. Glad to see Orphtiques arent dead... next time I find a moment I'll try to implement some these suggestions. [addsig]
0 starsPosted by Vash on Mon Mar 8th 2004 at 9:40pm

? quote:
The very bowels of hell

And it just had a movement! Zing.

Your not living up to your full potential, I know your better .

[addsig]
0 starsPosted by Gorbachev on Mon Mar 8th 2004 at 9:02pm

The lamps seem really chunky.

[addsig]
0 starsPosted by Sim on Mon Mar 8th 2004 at 8:11pm

I love some of the architecture in the pics, especially the walkway and the corridor it leads into in the last one. Feels really original. Nothing else to add really, except that I love the lava bit. [addsig]
0 starsPosted by Orpheus on Mon Mar 8th 2004 at 7:39pm

*place obligatory warning here*
i brightened the shots for my own monitor if they seem wrong, its my fault
orph comes out of semi-retirement for special occasion



this hall, although unique in architecture, would not be a design of my choice, the narrowing of the walls, would force the player to stay toward the center to avoid clipping on the walls, also the narrow top would eliminate the need for the girder at the top.. my suggestion, for what its worth, slope the walls the other way, this will increase the illusion of playable area, and possible lead to more interesting architecture. also the alignment is going to be a nightmare, already it is obvious and will prolly only get worse.


this area/room, has much more thought involved, IMO its only shortfall is its textures, the architecture is better but the support columns on the walls look wrong, no real structural support, i suggest a quake approach perhaps, have the support columns angled outward on opposition to the walls shape..


a boiler perhaps? doesn't matter what it is, machinery, even fictional ones add a certain spice to any map, still i suggest other texture choices.. also the r_speeds seem excessive in here, try gl_wireframe 2 to ascertain why, cause what is causing it may not even be in this shot, but still requiring better visblocking.


this area is my favorite, the glass has already been mentioned, so i will leave it alone save the textures.. get more.

[color=tan]this room seems the most thought out IMO, its suffers from texture choices, but the area very much reminds me of a section i saw in Unreal2.. but whatever the source, the area looks very nice, and should do well when completed.. i highly suggest some alternate textures.. even if you stick to the stock HL ones (which i still love) you need something different that your current choices.

good luck on this one T.B.


if this disappears again.. i am NOT posting it again

*edit by Lep, huzzah!*

[addsig]
0 starsPosted by 7dk2h4md720ih on Mon Mar 8th 2004 at 4:46pm

In the screen Orph posted there the lighting is very bland. That room not having a roof also doesn't look natural. The sky doesn't suit the lighting either.

In your first screen, those lights in the hallway have no sources.

Nothing else to say that hasn't already been mentioned really. Better textures should be your priority. [addsig]
[author]
Posted by Tracer Bullet on Mon Mar 8th 2004 at 4:06pm

I feel your pain Orph. I've taken to writing critiques in MS word and then pasteing them into the post window in order to avoid this very frustration.

I'll be waiting for it.

[addsig]
0 starsPosted by Orpheus on Mon Mar 8th 2004 at 2:50pm

*cusses and rants*

my whole critique just disappeared

i will retype it soonish TB.. but right now i need to vent this anger..

i had a critique of all 5 screens..

*stomps off..*

[addsig]
0 starsPosted by Orpheus on Mon Mar 8th 2004 at 2:21pm

*place obligatory warning here*

i brightened the shots for my own monitor if they seem wrong, its my fault

orph comes out of semi-retirement for special occation

this room seems the most thought out IMO, its suffers from texture choices, but the area very much reminds me of a section i saw in Unreal2.. but whatever the source, the area looks very nice, and should do well when completed.. i highly suggest some alternate textures.. even if you stick to the stock HL ones (which i still love) you need something different that your current choices.

good luck on this one T.B.

[addsig]
0 starsPosted by Orpheus on Mon Mar 8th 2004 at 12:33pm

first off, i must complain about my monitor, its too forkin dark.. *sighs* /me reaches over and turns on better PC

secondly, all i can see is the lava/melted steel room.. very nice idea, but i cannot imagine what is driving the r's past 1000 try "gl_wireframe 2" and lets try to get those below 800.

i will comment more in a few, maybe my other pc will be able to see the shots

[addsig]
Post ReplyView Topic