[map] Aim_Duality

[map] Aim_Duality

Re: [map] Aim_Duality Posted by PooSlice on Sun Dec 5th 2004 at 8:37pm
PooSlice
2 posts
Posted 2004-12-05 8:37pm
PooSlice
member
2 posts 10 snarkmarks Registered: Dec 5th 2004
This is a a discussion topic for the map "Aim_Duality" by PooSlice which can be found here

Map description:

Its a Aim map with a little twist added to it. There are two different spawnpoints for each team so Its bound to have some intresting firefights.

Map screenshots:
Loading embedded content: Map #1360
Re: [map] Aim_Duality Posted by The_6th_monkey on Sun Dec 5th 2004 at 8:44pm
The_6th_monkey
73 posts
Posted 2004-12-05 8:44pm
73 posts 37 snarkmarks Registered: Nov 29th 2003 Location: !!EARTH!!
Hmmmmmmm......I love all the advanced architecture :rolleyes:
Re: [map] Aim_Duality Posted by Desert Gunner on Sun Dec 5th 2004 at 9:21pm
Desert Gunner
36 posts
Posted 2004-12-05 9:21pm
36 posts 4 snarkmarks Registered: Nov 30th 2004 Location: United States
In the first pic everything (except the boxes of course) looks too flat. The courtyard in the second pic looks to open. A few boxes would help that.

It sounds like it would be fun to play though.
Re: [map] Aim_Duality Posted by Jezpuh on Sun Dec 5th 2004 at 9:23pm
Jezpuh
115 posts
Posted 2004-12-05 9:23pm
Jezpuh
member
115 posts 32 snarkmarks Registered: Sep 16th 2004 Occupation: School Location: Assen, Netherlands
This is the first source map I've seen that looks extremly boring and dull

Congratulations.
Re: [map] Aim_Duality Posted by Mor7y on Sun Dec 5th 2004 at 9:54pm
Mor7y
63 posts
Posted 2004-12-05 9:54pm
Mor7y
member
63 posts 125 snarkmarks Registered: Sep 3rd 2003 Occupation: School Location: in front of a PC
Way to simple and boring. When you make a CSS map, you must make DETAILS :) Not just plain boxes with a little cutting and transforming. That's not enough to make a good aim map ;)
Re: [map] Aim_Duality Posted by Perin on Mon Dec 6th 2004 at 4:20am
Perin
115 posts
Posted 2004-12-06 4:20am
Perin
member
115 posts 214 snarkmarks Registered: Nov 9th 2003 Location: Canada
The lighting is pretty good and accurate. You may want to add some sort of light fixtures in picture 1 to make it more real. As far as the rocks go, try to use some terrain tutorials to enhance it. On the grass fields, again, use a tutorial to enhance the appearance to make it look more realistic. The smallest of details also add quite the amount: put shrubs, trees, rocks, boards, random things to fit... it all adds up.

Good luck with the map :)
Re: [map] Aim_Duality Posted by Sinner_D on Mon Dec 6th 2004 at 11:29pm
Sinner_D
376 posts
Posted 2004-12-06 11:29pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
You'd think with the ability of HL2 engine people woulda left this CS dieing art dead. comeon its the HL2 engine, get creative bro.
Re: [map] Aim_Duality Posted by SnarkSephiroth on Tue Dec 7th 2004 at 3:39am
SnarkSephiroth
206 posts
Posted 2004-12-07 3:39am
206 posts 31 snarkmarks Registered: Sep 10th 2003 Occupation: Automotive Tech Student Location: Phoenix, Arizona
One word: Displacement. It will definitly help this map a lot.
Re: [map] Aim_Duality Posted by parakeet on Thu Dec 9th 2004 at 8:45pm
parakeet
544 posts
Posted 2004-12-09 8:45pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Umm its kinda [BOXY] at least make something smooth. The world around us "just incase you havent been outside in a while" is eroded by rain and is bumpy. yours looks like the universe popped out of a box. you could seriously cut off an arm with the sharpness of those corners = P gl
Re: [map] Aim_Duality Posted by Andrei on Sat Dec 18th 2004 at 2:39pm
Andrei
2455 posts
Posted 2004-12-18 2:39pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
I can't believe people are actually calling this a "map"! Bring on the map generator!
Re: [map] Aim_Duality Posted by TMA-2 on Mon Dec 20th 2004 at 11:41am
TMA-2
26 posts
Posted 2004-12-20 11:41am
TMA-2
member
26 posts 13 snarkmarks Registered: Dec 10th 2004 Occupation: Student Location: U.S.
That's some impossibly immaculate grass clipping in the first screenshot, there.
Re: [map] Aim_Duality Posted by ben_j_davis on Wed Dec 22nd 2004 at 11:47am
ben_j_davis
69 posts
Posted 2004-12-22 11:47am
69 posts 27 snarkmarks Registered: Mar 22nd 2004
Just use these criticism's to your advantage, you have the basis of a reasonable map, just expand on it. Like other people have said before, go through the Snarkpit tutorials, add some more detail to your level. Make it more interesting to the eye.

I cant really talk because on my first map there were some boring corridors that i could have jazzed up.
Re: [map] Aim_Duality Posted by PooSlice on Sun Jan 2nd 2005 at 12:58am
PooSlice
2 posts
Posted 2005-01-02 12:58am
PooSlice
member
2 posts 10 snarkmarks Registered: Dec 5th 2004
Hehe well its my first try at a map, sorry I had not read a lot about mapmaking only some basic videotutorials. I think even if it looks kinda bad it is kinda fun to play, but yes you are right it don?t look like flowers. I have just started working on a hl2dm map and i hope it will look a lot better because it will be inside with a loot of moody lights and not so "boxy".