de_Veikko by UnholyGemini

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Map Info

  • 0 ratings
  • 2485 views
  • 383 downloads
  • added Fri Aug 25th 2006
  • updated Mon Oct 27th 2025
  • more content for: Counter Strike Source

Map Description

ATTENTION: The New Radar Update causes Veikko to crash Linux servers!; download will still be up, but the map does not work for Linux servers untill I make and upload a Beta 4 with a linux fix and other added features after Valve fixes their update.

Presenting...

de_Veikko
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This map is highly planned and detailed, having multiple pathways to the two bomb sites complete with optional paths to every area, perfect to test out your strategy.

This map comes complete with:

-Highly polished graphics, with all the bells and whistles from moving overhead clouds to crisp skylight shadows

-Smooth frame-rate in all areas with the use of Hint brushes
-Environmental based audio for all areas

-Strategically placed explosive barrels to weaken the enemy before attacking

-Timed meeting points for optimum game-play

-Bot support (being improved for final release)

-Great Z-action (The use of height to gain advantage on a player) with the use of overhanging catwalks

-Fun game-play and support for any number of players, from 4-32!

Hope you download and enjoy!
__________________________________________
I would like to hear any feedback on the
map, specifically that which would help me make
it better, or any ideas on other maps i could create.

Play this map and others at the [GGG] 16 player clan server!
The server has fast Bz2 downloads, fun sounds, and if you are also
another aspiring mapper, we can host your map!

Server IP: 63.211.111.3:27015

Map created by [GGG]UnholyGemini
Xfire Tag: UnholyGemini
Email: unholygemini@bellsouth.net

Clan [GGG]
http://gggclan.info/

Discussion

Posted by UnholyGemini on Thu Aug 24th 2006 at 6:51am
[Author]

My map has been upgraded, optimized (in game-play and performance), and completely playable now. All I need is some play testing!

If you want to give an updated review, please review based on the in-game view, not on the screens only, as they have been compressed and lack all of the areas that are in this large map.

Download and enjoy!

User posted imageUser posted image
User posted imageUser posted image

Download Link: ggg.clanservers.com/de_veikko_b3.zip
Posted by UnholyGemini on Sun Jun 4th 2006 at 11:48pm
[Author]

Like I said, I agree that they look a bit bland in some pictures, but it is mainly my lighting's fault, not the textures. To speed things up for a Beta release and testing, I just threw in some regular "light"s. I am going to replace them with nicely tuned "lights_spot"s first chance I get to edit the map.

What I am really looking for is play-testing. I have had other maps that were made to just look good, as I was still getting used to Hammer, but were not as fun in play (see CityArena). Sunrise however, I made sure had many paths and tried to make the gameplay fun.

Oh, and concerning the sewers Yak_Fighter, I have a lot of cover for those up against AWPs, and it also is possible to just get out through the steps if or ladders if you need an escape.

As a final note to this very long post, I just want to say that remember that this is in Beta, it isn't like I am done and released it expecting a standing ovation, I just needed some "in progress" tips.

Thanks for the help, just play it and the next Beta will come on a later date.
Posted by reaper47 on Sun Jun 4th 2006 at 5:23pm

You are spot on about the Source textures, it is one of those annoying things that drove me away from HL2 mapping. However that's no excuse to not work around it.
Hmm, true. I could imagine there were similar discussions on HL1 textures. I can't remember but compared to many other games HL1 had a lot of concrete/grey textures to make environments look more "real". The colorful lab/tech textures and the strong, red color of the rocks provided a nice contrast, though. In HL2 the tech texture are combine (black/blueish) and the rocks are brown/greyish. CSS has a certain ammount of custom textures but the HL2 set still shows. Also even the new dust textures, for example, look greyer.

Alright, sorry for hijacking the thread, but that's rather important IMO. Know thy enemy (it's greyness). :wink:
Posted by Yak_Fighter on Sat Jun 3rd 2006 at 11:00pm

That's cool man, believe in yourself and don't let anonymous people on the internet tell you what to do. Just remember, the idea of a second set of eyes and critiquing is to point out things the author doesn't see or refuses to see because it is his work that he has poured his soul into and doesn't have the heart to change.

Good luck with the rest of your map :smile:
Posted by UnholyGemini on Sat Jun 3rd 2006 at 5:51pm
[Author]

Trust me when I say the lighting is the real problem. Those lights in the warehouse area, the non-spotlights on the ceiling, really are just place holders in every sense. The reason that the textures look bland are definitely because of this. As for the crates, it is a warehouse, and that is pretty much what belongs in their, but I will try to change the different types of boxes and have a little variation. Or, I will get rid of most of the dark wooden crates in the middle of the map. And no, I definitely am not abandoning this map, none of you have played this map before, and I had a great time just playing with bots.
Posted by Yak_Fighter on Sat Jun 3rd 2006 at 5:38pm

You are spot on about the Source textures, it is one of those annoying things that drove me away from HL2 mapping. However that's no excuse to not work around it. As for abandoning it is of course his call but from the screens shown this isn't a map worth releasing, and unless he really just wants practice placing cubemaps or something there's no reason to continue that far in.
Posted by reaper47 on Sat Jun 3rd 2006 at 3:40pm

I don't think it's that bad. The greyness comes from the textures. All Source texture sets look grey I still haven't figured out why. No need to abandon (again, from watching the screens, not playing it).
Posted by Orpheus on Sat Jun 3rd 2006 at 11:51am

I was thinking most of Yaks reply but I have been getting bashed pretty hard for saying most maps look like boxes with stuff inside them of late.

Just copy/paste Joe's reply "HERE"
Posted by Yak_Fighter on Sat Jun 3rd 2006 at 7:57am

UnholyGemini said:
Has Snarkpit died? Where are the god-damn uptight map critics!?
Someone rang? I can't download the map or even get CSS to run at this juncture but I'll comment on the pics.

1. Big old square room with a ton of crate props thrown inside, hardly original, interesting, or fun to play in I'd imagine.

2. I'll assume this is a starting area. The architecture is plain and doesn't really jump out at you.

3. Texture alignment issues on the ceiling and walls, not enough cover for players, and sewers suck, especially in CS where one awper can lock it down.

4. There is an illegal number of crates in this room and you should be fined for it. Crates suck, they are the worst form of detail possible. I realize most props in CSS are crates/boxy type things, but that doesn't mean you should dump a truck trailer full in your map. Flat ceiling could really use some skylights or windows, anything to break up that texture and the squareness of the room.

5. I don't know what the f**k is supposed to be happening on that ceiling or even what this room is supposed to be. More crates, more sparse detailing outside of props, more blandness.

Overall theres very little color variation or architecture beyond the box. Everything is brown, red, or gray; you desperately need some additional textures in there. Room construction looks very plain and uninspired. There's too many crates and props are relied upon too greatly for detail. You have no visible theme outside of 'warehouse' which is frankly the worst possible theme as well as the most overplayed. I can only cringe at the layout, from the looks of the map I can't imagine it'll be very good. Can't really comment on the map performance, but pic 4 worries me given the half-cylinder supports along the wall

I can see that you have gotten the mapping basics down, and that's good! You can place props, have generally clean usage of textures, lighting that works even though its bland as hell, and brushwork that from what I can tell is fine. However, I would suggest that you chalk this up as a learning experience and move on. Note what worked/doesn't work and apply those lessons to your next project. Unless you have some sort of genius layout there's no reason to continue working on this map. There's no shame in this, every beginning mapper goes through many maps before he creates something worth finishing to completion or releasing. Incremental steps is where its at.
Posted by UnholyGemini on Sat Jun 3rd 2006 at 3:58am
[Author]

What, only one reply in two days!? :swear:

Has Snarkpit died? Where are the god-damn uptight map critics!?

(But still, thanks Reaper47)