cs_storage by FunkySpider

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Map Description

My first public release. Warehouse type setting in an urban environment. Hostage Rescue Map.

Discussion

Posted by Naklajat on Fri Sep 15th 2006 at 4:52am

Those beat-up cars make really awful cover, because you can see the enemy, but in most cases cannot shoot them because the hitboxes of the car models don't match up very well, and block bullets in places they shouldn't.

I agree with reaper47 on, well, everything he said, but especially the thing about johnstoblog.
Posted by reaper47 on Thu Sep 14th 2006 at 10:37pm

Like I said before, I'd love to see the floor of the thrid pic with a higher lightmap resolution. It has some interesting shadows.

I don't know what tutorials to point out. They are better for technical details but there aren't many "general" tutorials for making a good (Source) map.

I really like Dave Johnston's blog on level design (he made de_dust). It's not updated anymore but look through the archives for TONS of useful tips and ideas.

One general tip I could give is that your map could need some visual landmarks in the background. The houses are almost of identical height and shape. Try breaking up the right angles and add some significantly higher buildings to the background to get a more interesting skyline. Especially the buildings in the first of the 3 new shots look rather weak.
Posted by FunkySpider on Thu Sep 14th 2006 at 9:57pm
[Author]

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

i been styill working this and i know it early development and still reqauires loads of work but please take a look at these new picture and comment and point me in the direction of any tutorials that you think would be useful to be this is my first source map and i wanna make it look at least half decent :smile:

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Posted by reaper47 on Fri Sep 1st 2006 at 12:26pm

I'm looking at these screens as an "early draft" in which case they are excellent.

The first screen can't quite compete with the other two. One of the walls should be higher and it already needs a little more detail (maybe windows?) even in this early state. It's also too shady and boring lighting-wise. Add some lamps.

The shapes of the roofs in the second and third pic are well done. The lighting works. I'd up the lightmap resolution for the outside floor to 4 or so. The power pole would throw a sharper shadow then which should look interesting.
Posted by ReNo on Thu Aug 31st 2006 at 12:23pm

The basic architecture is looking solid - nothing much to criticise or suggest in that respect. I completely agree with Baron however that it would benefit greatly from more clutter, debris, and detail. Piles of dirt and litter in those loading bays, drainpipes climbing up walls, gutters in the road, stains here there and everywhere, and so on. Good start, keep at it :smile:
Posted by FunkySpider on Thu Aug 31st 2006 at 11:39am
[Author]

Yeah i can't view the milia map it doesn't seem to want to looad up on my mahine :/ I'll keep trying and your right more detail thanks :smile: <html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Posted by Naklajat on Thu Aug 31st 2006 at 2:22am

Based on what little I can see, it looks pretty sterile and bare, it needs more cover, alcoves, etc. as well as details like trash and stuff. I'd like to see a birds-eye view of the layout. The garage/loading dock area looks pretty good from a brushwork standpoint, but again, there's not much to go on from these screens.

The tree would also probably have more leaves around it's base, maybe even a raised pile, or they could be raked off to the side or something, maybe even model some waste bags full of dead leaves. Right now I see a ring of leaves around the tree as if a forcefield stopped them from landing right next to it. Check out the piles of leaves in cs_militia for a good example.