de_defile by Noir

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Map Info

  • 0 ratings
  • 1478 views
  • 441 downloads
  • added Mon Mar 27th 2006
  • updated Mon Mar 27th 2006
  • more content for: Counter Strike Source

Map Description

This is a small defusion map set in a sewer. I wanted to make a map with quick action and a sense of claustrophobia. There are gloomy areas and industrial areas, and some piping. This is my second real Source map, so I was trying to master indoor areas.

There are two bomb sites and three mixers, with good flow and variation in combat distance. If you see any bugs, feel free to let me know. Thanks and have fun.

Discussion

Posted by Noir on Sun Mar 19th 2006 at 12:08am
[Author]

MoneyShot, I just made the rooms first, playtested the map, and then added props and details to fit.
Posted by Noir on Sat Mar 18th 2006 at 8:37pm
[Author]

You guys are all right about the missing polish. I think I'm gonna vault most of the ceilings and change up light appearance everywhere. I also have a bunch of props and overlays to complete. I guess it needs more beautification than I figured. Thanks for the tips.
Posted by reaper47 on Sat Mar 18th 2006 at 7:06pm

I like the arches but texturing and lighting need some work! Take the 3rd picture, it looks like the room is upside down with almost the same texture one the ceiling like on the floor. Try to change that and add a bit of brush geometry to break up the squarish shape of the room (wall columns?). Also in the second picture the transition between the wall and the ceiling texture is very unnatural. The small door in the first pic needs at least a border. It's the most important visual focus in the corridor and for that it looks way to bland. The lights fit the theme, but make them a bit more varied. Add some neon lamps, lightbulps to the ceiling ect. Right now it's the same lighting for every room and that gets a bit boring after a while.

There's enough stuff I like, just polish the details.
Posted by G4MER on Sat Mar 18th 2006 at 3:28pm

Did you place props first and build rooms aroud them? Or did you build the room and hope the props fit, or adjust the room for the props?
Posted by Orpheus on Sat Mar 18th 2006 at 2:24pm

Just commenting on the screens you posted:

It looks like.. HL1 mapping style with HL2 stuff in it. Floors and ceilings are flat. Doorways that are simple holes. Square rooms with "stuff inside"

Try, to use some variations in your areas at least. Break up the boxy appearance.

Sorry to sound so negative. HL2 has so much more.