Aneurysm by Jezpuh

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  • added Mon Apr 11th 2005
  • updated Mon Apr 11th 2005
  • more content for: Counter Strike Source

Map Description

My first real map on the source engine using Hammer 4.0. I was going for something simple and decided to stick with the office theme. I personally think the office them is quite solid and easy to use. So yeah, nothing special.

I know the name might be a bit weird, but I had a hard time coming up with a good name. I happend to listen to Aneurysm by Nirvana, so I thought, why not.

Discussion

Posted by Jezpuh on Wed Jul 20th 2005 at 6:14pm
[Author]

Actually I never bothered to take new screenshots.
Posted by mrod on Wed Jul 20th 2005 at 1:09am

Jezpuh you didnt fix your lighting like i told you to on mapcore
Posted by Chefi on Wed Jun 29th 2005 at 2:29pm

Looks wery nice but: I had played many many same looking map (cs_office) and they all look too much same. But u really got nice light on your map... :) You could really make some special to this map and it could have a new look.
Posted by satchmo on Mon Apr 11th 2005 at 9:49pm

Obviously, this is the work of a veteran mapper. It's definitely a good-looking map, but as people said, nothing extraordinary.

I do think you've made good use of the texture and incorporated them into a cohesive theme. The place looks very realistic. The lighting is great.
Posted by Jezpuh on Mon Apr 11th 2005 at 5:15pm
[Author]

It was more of an exercise but I'll keep your suggestions in mind for my next project. :)
Posted by Addicted to Morphine on Mon Apr 11th 2005 at 5:01pm

When adopting a theme used in other maps (in this case cs_office), you have to do something special to distinguish your map. Right now, I feel like you're doing a good job of prop placement and creating a believable environment... but it's nothing above or beyond or very different from cs_office. I feel like you need to create some outstanding, unique, and captivating level architecture in order to differentiate your map, aneurysm, from office. You're taking steps in the right direction with the light recesses in your "board room" in the third picture, but I'm interested in seeing something more eye-catching.

Office functions very much on one level, without much vertical gameplay, and I think if you chose to incorporate some height variations to your office, you could make it stand out. Perhaps a board room that opens up to a larger room with multiple levels and recesses. This would be more in the direction of a corporation map, instead of an office map.

If you're using this map simply as an excercise to familiarize yourself with the entities, props, and lighting... then good job. Everything looks correct. But if you're looking to create a map that will stand out on its own, consider making a break from the long corridors and rectangular rooms that seem to mark your office. Go for some unique geometry, with perhaps an emphasis on multi-level gameplay.

Just my opinion. Keep it up.
Posted by Andrei on Mon Apr 11th 2005 at 4:36pm

The point_spotlights in pics 2 and 3 are slightly too far away from the surface of the lamps.