de_Veikko by UnholyGemini

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Map Info

  • 0 ratings
  • 2484 views
  • 382 downloads
  • added Fri Aug 25th 2006
  • updated Fri Aug 25th 2006
  • 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!
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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 reaper47 on Thu Jun 1st 2006 at 6:17pm

Sry, I can only comment on the screenshots right now. I'd say the map looks pretty decent. Some areas look like they are unnecessarily big which makes them look empty. More floor detail (texturing) could help. Also the floor-layouts look a bit squareish, you could try and get in more interesting shapes.

Some texture combinations could be refined. The thin arch with the stone texture in the 3rd pic looks plain weird. The red and yellow walls in the 4th picture don't fit together (use one color for the whole building).

The big halls could need better lighting. In the 4th pic the lamps are lighting the ceiling unrealistically (use spotlights). Also there are hardly any variations. Turn some of the lights off. Add some blueish neon lamps or similar to get in some color. Try some shady spots, right now everything looks like it's lit with a constant brightness. The ceilings are always good places to darken a room because visibility is irrelevant up there.

Again, it all looks good these are tips for perfecting. :wink: