ts_terrace by Pegs

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Map Description

This map is now "finished" after an unfortunate loss of the map file. I hope you enjoy playing on it, i'm afraid its not as good as I hoped it would be because I didnt finish it totally. But still, ive found it good fun to play on, especially with flashlights on the weapons.

Feel free to comment.

Discussion

Posted by Crono on Mon Feb 23rd 2004 at 10:56am

Why does that third screen shot remind me of an urban basketball court somewhere in Philidelphia?(All it needs, besides a basketball hoop is a chain link fence surounding it) . . . . Anyway, continue all . . . not that this comment would have stopped you lol.
Posted by 2dmin on Mon Feb 23rd 2004 at 10:41am

err surely you mean "implement" instead of "imply" :razz:

keke anyway good luck mate :smile:
Posted by Pegs on Tue Feb 17th 2004 at 9:56pm
[Author]

thats a very good idea i will imply on my next map that i am currently making :smile:
Posted by Tracer Bullet on Tue Feb 17th 2004 at 9:31pm

If you want praise, don't make the map dark... but personaly, I like having very dark areas... I do think it's dumb when a mod implements flashlights and night vision, but none of the maps make them worht having. However you ought to accomidate both play-styles. for instance, have brightly light indoor areas contrasting with gloomy outdoors...
Posted by Pegs on Tue Feb 17th 2004 at 5:45pm
[Author]

the lights are just light with a Fade over the top.

If you play on a dark map you put on a Flash light thsat y i made it dark, anyway having an uber dark map can be funny at times and is good for stealth tactics or camping (also nown as CS)
Posted by Cassius on Tue Feb 17th 2004 at 5:44pm

Are your streetlamps lights or light_spots? Their beams don't seem to be hitting the ground.

In TS, dark player models + dark maps = you can't see s**t, and, well, I can't see s**t on this one.

Having 'beacons' of light, however, like having fairly bright areas around the streetlamps, means interesting gameplay, but for now I'm going to have to buy my trusty flashlighted Five-Seven - and so is everyone else.
Posted by Pegs on Tue Feb 17th 2004 at 10:15am
[Author]

yeah I try as much NOT to make killbox maps and add as much detail as posible also keeping down the wpoly, the proplem i found with this map is that it just over strectched the max viewing distance so that slowed it down a bit i didn't want to make any extra lagging. Killboxes are sad and people that make them are sad loosers as i quoted in hlatlas 100 rooms is 100 rei maps in 1.

My next project will prop be for the specialists again or hl deathmatch cos i like the gore and stuff :razz:

Yeah i would of Kept the files but i was having proplems with my pc meaning I had to put 98 back on deleting everything (that was a b hatch) but sooner or later i will get a new pc that can fit hl on it and install it. :smile:

i was going to alow people on the top of the houses but that just ment you could jump into the skybox and very easaly go through the max distance to be viewed. The proplem with w poly is there is 1 Place where there was alot of wpoly making it lag so i had to take of detail to make it not lag in that place.

If you look at the images of my map at the top they seem to look better in small than they do bigger :? guess you cant see where i have "Mapped it" and where i haven't :confused:
Posted by 2dmin on Tue Feb 17th 2004 at 7:45am

i like this map, if only you hadn't of lost the map you could have done a lot with it :smile:

a few pointers for your next attempt :
  • try to remember this is an environment you are creating, not just a killbox - take the time to add detail where it is required, keep some things simple and effective (like roads), and keep the lighting balanced and not too harsh
  • give the players room to move. there's nothing more annoying in ts than trying to do a stunt and flying into a massive brush. :rolleyes:
  • try to avoid the blocking, compartmentalised feel by rounding corners, being generous with inside spaces, and generally letting the architecture "flow" instead of being ... for lack of a better word "plonked" down. :razz: so keep things connective, try to avoid dead ends, and for this map make the transitions between areas a tad smoother, by maybe changing the lighting or adding "separator" brushes instead of just changing textures. :smile:
i hope i've made sense. these are just my 2cents, and i think they could really help you in making good maps.

i know how frustrating it is to lose a .map, i lost 2 wonderful cs war maps which i spent weeks on, so now im just left with my cruddy 1 hour fun maps :S
Posted by Pegs on Mon Feb 16th 2004 at 9:46pm
[Author]

thanks for that Tacer, yeah the last pic you posted was like the 1 place I designed the rest i went from that thats prop y it is the best bit :smile:
Posted by Tracer Bullet on Mon Feb 16th 2004 at 7:58pm

See my comments in the forum thread.