[map] aim_killhouse

[map] aim_killhouse

Re: [map] aim_killhouse Posted by losomega on Fri Dec 23rd 2005 at 1:57pm
losomega
12 posts
Posted 2005-12-23 1:57pm
losomega
member
12 posts 41 snarkmarks Registered: Mar 19th 2005
This is a a discussion topic for the map "aim_killhouse" by losomega which can be found here

Map description:

Inspired by the map from R6 Rogue Spear this is my version of killhouse. Only thing left on completion is 3D skybox and vegitation. This is nothing but a fast paced aim map with buy zones and lots of hidden places to find in a small spot.

Map screenshots:
Loading embedded content: Map #2385
Re: [map] aim_killhouse Posted by Underdog on Fri Dec 23rd 2005 at 2:25pm
Underdog
1018 posts
Posted 2005-12-23 2:25pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
535k ?????????
I waited almost 3 minutes for a blurry room made out of wood. :*(
Re: [map] aim_killhouse Posted by losomega on Fri Dec 23rd 2005 at 2:37pm
losomega
12 posts
Posted 2005-12-23 2:37pm
losomega
member
12 posts 41 snarkmarks Registered: Mar 19th 2005
Rofl, are you on dialup or something? Anyways, its a simple map like the original.
Re: [map] aim_killhouse Posted by ReNo on Fri Dec 23rd 2005 at 4:12pm
ReNo
5457 posts
Posted 2005-12-23 4:12pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Christ, half a meg for one screenshot? You really must figure out how to compress screenshots better, as thats a crazy sort of filesize. Use JPGs for screenshots instead of GIFs, which aren't suited to this sort of image. Try and use something image compression program, be it photoshop/paintshop pro, XAT, or even just microsoft paint if needs be, to keep your screenshots below 100k please.

You look to have a few somewhat nice features in this map, like the stairway on the outside of the house for example, but you've just left so much of it utterly bland. There is absolutely nothing on the exterior of the house, and it's placed inside a bit concrete box for some reason. There also looks to be some entirely inexplicable design choices - why is there a stack of tyres inside what looks to be a bedroom? I recommend you try and make it more logical and more like a real house would be - design rooms with purpose, such as a kitchen, bedroom, or storeroom, and situate the thing in a feasible place.
Re: [map] aim_killhouse Posted by Addicted to Morphine on Fri Dec 23rd 2005 at 4:28pm
Posted 2005-12-23 4:28pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I completely agree with ReNo on both the screenshot size and the map itself.

I like the outside stairs and the bushes, but the house doesn't look the part. There are no shutters or ledges to the windows, there is nothing breaking up the flatness of the walls... no roof to speak of. I wouldn't just rely on the textures... use some more geometry to make the outside of the house realistic and convincing.

Also -- the inside is way too wooden. From the first few shots I thought we were dealing with a tiny shack. But then from the outside I was expecting a normal house.. with rugs, wallpaper, and furniture.

I understand you probably want to remain faithful to the R6 map (which I haven't played) but sometimes you need to make some changes to keep up with the times. Otherwise, there's no real reason to play a map port on a new engine like Source.
Re: [map] aim_killhouse Posted by satchmo on Sat Dec 24th 2005 at 4:24am
satchmo
2077 posts
Posted 2005-12-24 4:24am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
You must be using some sort of new technology to make the screenshot filesize as large as possible. I didn't think it's feasible to make the files that big.

Kudos to you.
Re: [map] aim_killhouse Posted by G.Ballblue on Sun Dec 25th 2005 at 12:30am
G.Ballblue
1511 posts
Posted 2005-12-25 12:30am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
The problem I saw was with the outside -- you need displacements! It looks pretty... flat... out there.
Re: [map] aim_killhouse Posted by Forceflow on Thu Jan 19th 2006 at 11:18pm
Forceflow
2420 posts
Posted 2006-01-19 11:18pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Let's face it, it's a pretty killbox with waay to much tyre props in it. Add some variety to the textures and terrain, get rid of the concrete surrounding wall and spice things up in general.