Re: fy_trailertrash_beta
Posted by Kasperg_JM on
Tue Mar 20th 2007 at 12:20am
Posted
2007-03-20 12:20am
66 posts
1589 snarkmarks
Registered:
May 20th 2006
Two tips that come to mind by looking at the screenshots:
Use the PaintAlpha tool with the displacements, because the grass
texture looks unrealistically even throughout the whole map. The
displacements are too pointy and seem unnatural in some parts. There
are quite a few trees and rock models you should use to spice up the
background.
As far as lighting goes, I see you have a light enviroment because the
inside of the building is dark and there's a shadow under the wooden
platform. Other than that it looks fullbright.
Use a different light color, give it more contrast and a lower pitch
value (something like -40). Give the light a non 90? direction.
The thing is, just because the concept is simple and the map is small,
doesn't mean you can't do a whole lot of things to make it very pretty.
The Source engine has a lot to offer!
Re: fy_trailertrash_beta
Posted by Elon Yariv on
Tue Mar 20th 2007 at 10:03am
Posted
2007-03-20 10:03am
130 posts
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Registered:
Mar 4th 2006
Ok where to begin. The sun is almost never shines right above you, thats because most of the hours of the day it's either acenending or decending(well, it looks like it does, I know it doesn't), also most of the year it doesn't rise exectly in the east and decent exectly in the west, the location changes through out the year. And a little advice, never make maps that happen at noon, the lighting is more intresting when the shadows are quite long, but it doesn't have to be dusk or dawn. :wink:
Add a sun(I think the entity is called env_sun, but I'm not sure), place it somewhere in the east or west. In the middle of the day it should be high up. In the dusk or dawn it should be low, even partly hidden.
As for the map it self- just a little cabin with fances and lots of props. A little displacement in the edges of the map. You should blend dirt textures with that grass, make the dump's ground it self coverd with dirt with only small patches of grass. The whole layout is boring just a square with nowhere to hide. Though garbge dumps don't need much building maybe you can add some more, and don't place them in an orginized pattren, random will look better. Need more garbge doesn't have to be props, it can be piles of rubbles, the props shouldn't be the main attraction.
The location of the dump is rather peculiar! Where would you usally find dumps. Near a city, usally the slums of a city. Then you should surround this little dump with a few old building in poor conditions.
Elon Yariv
Re: fy_trailertrash_beta
Posted by Junkyard God on
Tue Mar 20th 2007 at 10:22am
Posted
2007-03-20 10:22am
654 posts
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Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
Even if the sun isn't 'acending or decending' it won't be directly above you unless you live on the equator. (is that what it's called, line on the mdidle of the earth?)
Also, there seems to be very little cover for people to hide around, for a half decent player it's just picking out heads from the looks of it.
The idea is pretty nice, but I think you need to enhance it a bit, maybe make a trailor park or something like that.
Hell, is an half-filled auditorium
Re: fy_trailertrash_beta
Posted by Bender on
Tue Mar 20th 2007 at 8:50pm
Bender
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Occupation: Middle School Technology Teacher
Location: U.S.A.
Hey guys thanks for takin the time to check out my map, and i appreciate the criticism, and I can honestly nod my head in agreement with just about everything you've said.
With that said... a few things to note:
Obvious stuff:
-Yeah, the skybox ain't pretty. I suck at getting them lined up, and displacements aren't exactly my forte. Any skybox volunteers can get credit if they'd like to improve it for me? I'm partially too lazy/partially too unskilled to fix for now.
-true, map lighting at noon isn't the most thrilling, however a midday, high noon kinda feel was what i wanted. I wanted the map to be very bright, but not fullbright. It's bright,a nd it's staying bright, maybe i'll throw in a touch more angle to the sunlight, but i dont want much.
-I was having diffuculty gettin an env_sun to work, I knew of them and wanted one, i just didnt know how. snark tuts did not help.
-The lack of cover was done intentionally. (here is my CS philosophy) To me, this will force players to get close to and utilize the trailer (which is what i wanted). Adding too much surrounding cover I feel would decrease a team's NEED to move forward and engage, as well as encourage spawn camping (something I did NOT want). If you play the map with bots you know that if you spawn camp, you're toast. Move towards the trailer, throw nades/flash/smoke, ambush and flank from within the trailer to gain the advantage. I did not want either team camping spawn waiting to pick off joe rambo who will come runnin round the corner. to me, LACK of cover, forces everyone into 'rambo' mode, and encourages a bit more of creativity and combat than if there were enough cover for everyone to hide behind.
I've playtested hundreds of rounds (with bots) in this map so its what i've noticed so far. as han solo once said though "good against drones is one thing kid, good against the living, well...thats something else". I have yet to get it on a server (i've had two offers which will prolly happen), so i will report back how it does with some live brains playin.
other comments are still very welcome
Re: fy_trailertrash_beta
Posted by Junkyard God on
Tue Mar 20th 2007 at 11:44pm
Posted
2007-03-20 11:44pm
654 posts
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Registered:
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Occupation: Stoner/mucisian/level design
Location: The Nether Regions
Indeed, the good old maps and tactics are forgotten in todays counter strike, only verry few people actually like to play anything but fy maps, aim maps, and dust versions, aztec versions and maybe one or two other maps.
While the realy fun in the game, imo, lays in the maps like siege etc.
Anyways, back on topic:
I think you have a pretty decent explenation for most faults, I would really try and get the skybox fixed, it's not that much trouble if you just follow a quick tutorial here on snarkpit.
The rest seems pretty much the way you intended it to be, and even for an fy map, I guess that if you made what you wanted, how you wanted it, it's not bad.
Hell, is an half-filled auditorium
Re: fy_trailertrash_beta
Posted by Bender on
Wed Mar 21st 2007 at 1:37am
Bender
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Occupation: Middle School Technology Teacher
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reaper i know EXACTLY what you are saying, junkyard you too. In all honesty, I DO enjoy a tactical game over many of the fy_ maps that are out there (cuz as i've stated before, many are much more of teh suck than this one IMO). The point of this map is just NOT to be tactical, its meant to be a run-n-gun slugfest, which i think we can all appreciate a time and place for, and I think this map does it fairly well, giving even tactical players some (although limited) options. haha i thought i sensed some sarcasm in that opening line reap.
My other main map that I am working on if you haven't checked it out (de_mentalhospital) is much more intended for that tactical player. The goal of that map is to put both teams into an uncomfortable scary, unsettling setting.
This trailertrash map was something i whipped up, in somewhat of a hurry (i'd say 6 weeks) for my friends who play on servers that have these run-n-gun type maps. Servers I play on also do a lot of gungame mod, which this type of map would be ideal for i'd think.
Yes this map is certainly not an exercise in what the HL2 engine is capable of...could it be better...yes, do i have the time/will to upgrade? not really, but never say never.
I don't want to make a career of making fy_ maps, they don't appeal to a large enough audience, and I am certaily MUCH more capable above and beyond the "one-big-box-with-everything-in-it" syndrome. (see de_mentalhospital). I guess just take this map for what it is...an fy_map that ain't horribly ridiculous, very playable, and fun.
any of you guys play it with some bots yet?
Re: fy_trailertrash_beta
Posted by Elon Yariv on
Wed Mar 21st 2007 at 10:20am
Posted
2007-03-21 10:20am
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
So you want a "king of the hill" styled map. Well as Riven said the 'hill' is a death trap, nobody would like to stay there.
First you really should place it on a hill, Hight advantage. Then you could add small cover that wouldn't be higher then the hill. Also you need to fortify the hill. Not real fortifications I mean. Something that'll fit the theme. How about toxic waste pits scattered around the hill with empty barrels around them, happens even now a day in some dumps. Also to add an advatage to the hill, place a very very strong weapon there.
If there are cars in this dump then where are the cranes, the thingy that crashes the cars and turns them into small cubes. And finally the convoyer that leads those cubes to the place they are melted. You don't have to map it all it can be in the 3D skybox. I know you aren't good at 3D skyboxes, but you must learn how to use them someday. This map has a great potantial, you must work on it more.
Elon Yariv
Re: fy_trailertrash_beta
Posted by Junkyard God on
Wed Mar 21st 2007 at 11:29am
Posted
2007-03-21 11:29am
654 posts
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Occupation: Stoner/mucisian/level design
Location: The Nether Regions
The tactical side of maps might get repetitive, but msot of todays cs players, don't even know the map train, or havana.
But I guess this map fairs not bad ofr an fy map due to the fact that it's not just a box with some random props spread around. :smile:
Hell, is an half-filled auditorium
Re: fy_trailertrash_beta
Posted by Naklajat on
Wed Mar 21st 2007 at 12:53pm
Posted
2007-03-21 12:53pm
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Classic CS is less about being able to aim and more about knowing where to stand and when to move. A bunch of noobs with good communication and a plan can beat a team of pubgod uberaimers who don't communicate.
@Bender
[*] The same grass texture across all the terrain makes it look flat and lifeless, use a blend texture and alpha painting. It's pretty straightforward and easy, and it improves the visual quality by a lot.
[*] The straight-down relatively dim white sunlight is boring, put a little yellow/orange-yellow in the sunlight (and gray-blue in the ambient), and put the brightness around 500-600 (100-200 for the ambient).
[*] Add just a little bit of a tilt to the light_environment. The sun is only straight down two days out of the year, and only in the tropics. PLUS source generally looks ugly with a straight-down light_environment.
[*] After adding some tilt, consider placing a few trees, they cast nice shadows, and shadows are something this map is starved for.
[*] If you've got a 3D skybox, it's really hard to tell. Add some trees and man-made stuff to it, or make one if you haven't.
It looks better than most fy_ maps, but it still lacks a lot visually.
-Snickers
o
Re: fy_trailertrash_beta
Posted by Orpheus on
Sat Mar 24th 2007 at 1:13am
Orpheus
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Occupation: Long Haul Trucking
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I do believe that this is the most comments I have seen in a long time with regards to such a basic map layout/design.
Its rather refreshing. :smile:
The best things in life, aren't things.
Re: fy_trailertrash_beta
Posted by Kasperg_JM on
Sat Mar 24th 2007 at 4:18am
66 posts
1589 snarkmarks
Registered:
May 20th 2006
It's true.
I thought that even if it's simple and doesn't look too good at this
point, the idea has a lot of potential. HL2 and CS:S are full of props
made exactly for this type of setting.
What I still don't understand is why some mappers show more care in
making the 3D credit letters and decorating the screenshots than on
making the map itself pretty. A good looking map advertises itself with
just a couple of screenshots.
Re: fy_trailertrash_beta
Posted by Junkyard God on
Sat Mar 24th 2007 at 9:16am
654 posts
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Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
Might be nice to try and clip/vertex some dents into the trailer walls and such.
Because now it looks very dirty and sloppy, but yet very neat and sturdy at the same time.
I think a trailer like that could do with some denting. :smile:
Hell, is an half-filled auditorium
Re: fy_trailertrash_beta
Posted by Junkyard God on
Sat Mar 24th 2007 at 3:17pm
654 posts
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Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
I don't think most level design communities are a big fan of fy_ maps.
But you could turn the 'theme' of the map into something nice by revising the layout drastically.
Hell, is an half-filled auditorium
Re: fy_trailertrash_beta
Posted by Orpheus on
Sat Mar 24th 2007 at 8:09pm
Orpheus
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For my part, if they would remove the concept of "Frag Yard" and put it back to Killbox, it wouldn't be so bad.
To alter the name, just to be more politically correct is poor sportsmanship.
What I cannot understand is, almost anyone can make an arena map. And they are accepted. Why not add just 10 walls or so and make a killbox an arena?
Anyway, this map got some good advice. AND it was pretty much unbiased.
The best things in life, aren't things.