de_Sunrise_Beta1

de_Sunrise_Beta1

Re: de_Sunrise_Beta1 Posted by UnholyGemini on Thu Jun 1st 2006 at 4:54pm
UnholyGemini
15 posts
Posted 2006-06-01 4:54pm
15 posts 32 snarkmarks Registered: Apr 20th 2005 Occupation: Student Location: US-of-A
From the ReadMe:

Presenting...

de_Sunrise_Beta 1

By:[GGG]UnholyGemini

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E-Mail: unholygemini@bellsouth.net
Website: http://www.ggg.biz.ly

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Beta 1
-My first map released for Counter-Strike: Source.

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Features:
-Many different pathways to the two bomb sites, including a catwalk, underground sewer, and asphalt paved warehouse.
-Pre-Loaded bot support; this map is made to be played with friends online, but is bot compatible.
-3D skybox with surrounding city.

User posted image

User posted image

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Still to come:
-Enviromental soundscapes
-Particle and other cosmetic effects
-Gameplay fine tuning
-A better map name!

-=-=-=-=-=-=-=-=-=-=-=-=-=-

Please give me advice on additions and changes to the level, and download and try out the gameplay (Pretty good bot support). I want to play this online bad and was also wondering if there was a way to try it on someones CS:S server.

I have a server, but it is HL2:DM only.
Check out my Counter-Strike: Source map, DE_VEIKKO!
Re: de_Sunrise_Beta1 Posted by reaper47 on Thu Jun 1st 2006 at 6:17pm
reaper47
2827 posts
Posted 2006-06-01 6:17pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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:
Re: de_Sunrise_Beta1 Posted by UnholyGemini on Sat Jun 3rd 2006 at 3:58am
UnholyGemini
15 posts
Posted 2006-06-03 3:58am
15 posts 32 snarkmarks Registered: Apr 20th 2005 Occupation: Student Location: US-of-A
What, only one reply in two days!? :swear:

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

(But still, thanks Reaper47)
Check out my Counter-Strike: Source map, DE_VEIKKO!
Re: de_Sunrise_Beta1 Posted by Yak_Fighter on Sat Jun 3rd 2006 at 7:57am
Yak_Fighter
1832 posts
Posted 2006-06-03 7:57am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.
Re: de_Sunrise_Beta1 Posted by Orpheus on Sat Jun 3rd 2006 at 11:51am
Orpheus
13860 posts
Posted 2006-06-03 11:51am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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"

The best things in life, aren't things.
Re: de_Sunrise_Beta1 Posted by reaper47 on Sat Jun 3rd 2006 at 3:40pm
reaper47
2827 posts
Posted 2006-06-03 3:40pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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).
Re: de_Sunrise_Beta1 Posted by Yak_Fighter on Sat Jun 3rd 2006 at 5:38pm
Yak_Fighter
1832 posts
Posted 2006-06-03 5:38pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.
Re: de_Sunrise_Beta1 Posted by UnholyGemini on Sat Jun 3rd 2006 at 5:51pm
UnholyGemini
15 posts
Posted 2006-06-03 5:51pm
15 posts 32 snarkmarks Registered: Apr 20th 2005 Occupation: Student Location: US-of-A
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.
Check out my Counter-Strike: Source map, DE_VEIKKO!
Re: de_Sunrise_Beta1 Posted by Yak_Fighter on Sat Jun 3rd 2006 at 11:00pm
Yak_Fighter
1832 posts
Posted 2006-06-03 11:00pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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:
Re: de_Sunrise_Beta1 Posted by reaper47 on Sun Jun 4th 2006 at 5:23pm
reaper47
2827 posts
Posted 2006-06-04 5:23pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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:
Re: de_Sunrise_Beta1 Posted by UnholyGemini on Sun Jun 4th 2006 at 11:48pm
UnholyGemini
15 posts
Posted 2006-06-04 11:48pm
15 posts 32 snarkmarks Registered: Apr 20th 2005 Occupation: Student Location: US-of-A
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.
Check out my Counter-Strike: Source map, DE_VEIKKO!
Re: de_Sunrise_Beta1 Posted by UnholyGemini on Thu Aug 24th 2006 at 6:51am
UnholyGemini
15 posts
Posted 2006-08-24 6:51am
15 posts 32 snarkmarks Registered: Apr 20th 2005 Occupation: Student Location: US-of-A
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
Check out my Counter-Strike: Source map, DE_VEIKKO!