Hello this is my first map i have gotten good feedback from steam forums and wanna get some other opinions and advice from more advanced mappers.It has plenty of cover and props to throw around as well as a to story building with a snipers nest.Ive been working on my laptop @ work so screenshots might suck a little.
Those skybox lines only show up on my laptop i have been working with my laptop at work crappy igp graphics i guess.The cars are prop_physic override so they wont be staionary for long i didnt see there was a dm_park already so i will rename.I can see i need alot more practice before i try and release a map thanks for feedback..peace
Posted by Leperous on
Thu Jan 27th 2005 at 12:39pm
I see several stretched textures in the 2nd picture, fix it! Also, if those cars are burnt out and abandoned, then try rotating them a bit so they don't look like someone parked them there yesterday.
I think uve done a moderate job with realism and spent a decent amount of time on geometry. I think the 3-d skybox could be used more effectively by adding many more building to make u feel like ur surrounded by a city, other than that good job.
I agree, I wish I could show how hard I tryed to use hint brushes and
VIS blocking. Nothing seemed to work. Bah... I'll see if I
can do a remake and fix those problems.
I run this map between 10 and 40 fps, closer to 10 in all the busiest
areas where frames are needed most. Looking at wireframe, you were
obviously careful about unnecessary BSP splits, but I think the layout
you've selected is un-optimizable, or you seriously need to hint brush
the hell out of it. I wireframe the parking garage and all I see is
pink.
You've created a nice looking environment, but it seems like DM flow
was an afterthought. The one-way flow into the pipe/tunnel/corridor
side of the street will not produce enriching combat. There's a ton of
HEV armor; you can reach 100 in no time. If you can stay alive long
enough at 10 fps to collect it.
There is a low spot in the displacement canal floor where I got stuck.
You added multiple dynamic lights, even some outside the play area.
These are hell for slower CPUs and don't scale with the DX level like
other visuals.
I think you would do better with another map layout. You've got a ton
of detail here in a tight space with no opportunity for vis blocking, a
recipe for disaster.
i dont really like the yellow-ish houses and the hugeness of the building in the second shot. but i do like the lighting, and i just love the dried-out dock/sewer