3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Looks like a square rooms, walkways, and props.
Why not try a more complex map with some real architecture and a real theme?
Re: [map] Desert Rose V2
Posted by Orpheus on
Fri Mar 3rd 2006 at 1:13pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Frissi. You went back to your Player friends. I fear its because you require positive feedback and they are stupid enough to give you all you crave.
Good luck, but don't expect anyone here to help you any more.
Re: [map] Desert Rose V2
Posted by Frissi on
Fri Mar 3rd 2006 at 6:33pm
116 posts
52 snarkmarks
Registered:
Sep 8th 2003
Occupation: Student
Location: Iceland
My computer is a 1,6ghz amd athlon xp2000, with 1gb 333mhz ddr RAM, and im running it with a raedon 128mb video card.
Therefor my computer isnt getting the best performance.
Now because of that i am creating simple maps to keep the fps proper.
I like playing hl2dm and i create the levels i and my friends find fun to play.
If i update my computer i might put efforts into creating a "masterpiece"
Re: [map] Desert Rose V2
Posted by reaper47 on
Fri Mar 3rd 2006 at 10:24pm
Posted
2006-03-03 10:24pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
On medium settings your computer should be able to handle typical HL2DM detail quite well, so don't take that as an excuse for simpler architecture. I actually have a similar system and play on high detail smoothly on most maps. It's not so much about how many blocks there are it's about where they are, how they are arranged, textured, lit ect.
Try to start with a theme and a bigger, less symmetrical gameplay area for your next map. That maze is just a maze. I think it's unfair to mention Pac-Man here because this map seems to be quite tidily crafted, but try to think of scenes like the control room in lockdown, the RPG point in overwatch. These maps have so many different ways to move in an out of an area that it creates an almost unlimited amount of strategies. A maze will always stay a maze. You either run in circles or get killd by someone watching you run through it from an RPG tower. That gets old after a while.
Don't let that critic get you down, though, there surely is some talent.
Re: [map] Desert Rose V2
Posted by Orpheus on
Fri Mar 3rd 2006 at 10:49pm
Posted
2006-03-03 10:49pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
I may be one of those critics Reaper but I have my reasons. Frissi has shown little or no incentive to improve beyond a mapper of say, 6 months experience in his creativity. Every time he begins a map beyond that it crashes, either due to his inability to fix its error, or because his sources keep telling him bad info.
Anyway, Snarkpit has given him many chances to improve himself. Its not necessary that he do so but he cannot keep blaming others when his maps fail. AND he always does.
He eventually goes back to his stupid friends who tell him how well he is doing...
Go figure.
Re: [map] Desert Rose V2
Posted by reaper47 on
Fri Mar 3rd 2006 at 10:58pm
Posted
2006-03-03 10:58pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
I don't know the "back-story" of that and I don't intend to do any research on it.
I think my last comment abou the symmetrical layout still fits. I think what's most difficult about building a half-way balanced map is building one that doesn't follow a mirrored layout and is set into a more lively theme. Try that out with your next map.
Re: [map] Desert Rose V2
Posted by Frissi on
Sat Mar 4th 2006 at 12:44am
Posted
2006-03-04 12:44am
116 posts
52 snarkmarks
Registered:
Sep 8th 2003
Occupation: Student
Location: Iceland
My computer might run worse than your cause of so many reasons, im not lying when im telling you that i cant play detailed levels or cause of framerate drop.
I created this map for my friend ICHI cause he wanted a maze map but with somekind of more to it, So i did!
reaper47, thanks for an constructive critism, but ive done all kinds of layouts
Ive created 20 maps for hl1 that have all kinds of layouts and gameplay.
I won the 2nd price in hotdeathdiner christmas mapping contest once, that might tell you im not some "KillBoX Mapper"
I create levels for the fun of it, i dont take it as serious as some others.
Im not blaming others for my errors, its just that ive posted alot of errors and noone knows why and have never had those errors before, its then when i say GOD this hl2 engine is so fragile!
Re: [map] Desert Rose V2
Posted by ofcvirg on
Sat Mar 4th 2006 at 1:06am
ofcvirg
member
6 posts
21 snarkmarks
Registered:
Dec 7th 2004
Occupation: ford
Location: usa
Frissi you just do what your heart tells you everyone has there own veiws and that there right i dont see them makeing any maps at least your trying.
Re: [map] Desert Rose V2
Posted by Frissi on
Sat Mar 4th 2006 at 2:06am
116 posts
52 snarkmarks
Registered:
Sep 8th 2003
Occupation: Student
Location: Iceland
I like the way my mapping skills are at the moment, i dont the have time to study the new engine to the fullest.
I know hint brushes and proper techinique will help big detailed maps to run good, i used hint brushses in desert_rose_v1 and v2.
I am a mapper who makes simple,small maps because he likes to.
Mapping is about the players btw, i make maps to create a fun game for me and my friends.
Its a free world, i create my maps and just let me do my work... i dont understand why you should ban me posting more maps in my profile since its just text, i aint taking any space cause i dont upload any images or that kind of stuff.
Re: [map] Desert Rose V2
Posted by Orpheus on
Sat Mar 4th 2006 at 2:47am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Nevermind. You'll never understand. Sometimes I wonder why you come here. You know its a site dedicated to the advancement of mappers in their art.
I have played some of the most ugly maps anyone has ever seen and loved every minute of it. Its not looks I care about. Its advancement. You are still creating the same kind of maps you did a few months after you learned how. You have 20 now? How many of those can you line up and see "Improved technique?"
In the end, it comes down to your desire to be better. If you are content to stagnate why bother coming to an editing site? You can remain with the people who think you are.. Good enough.
Before any of your cronies show up to run their mouths about my maps. My profile has 9 maps in it. Anyone with half a brain can see they improved with each release. All I see is 9 crappy maps... I only submitted them because I was asked to post them here. I removed them once, and regretted it.
If you think I am hard on you, its nothing compared to how hard I am on myself.
Re: [map] Desert Rose V2
Posted by ofcvirg on
Sat Mar 4th 2006 at 2:51am
ofcvirg
member
6 posts
21 snarkmarks
Registered:
Dec 7th 2004
Occupation: ford
Location: usa
Seems you have the same problem with your maps, so i guess it is a eye for a eye with your ideas lol--I actually mapped half of that concept myself for a mod.... However, your map seems to be quite inaccurate. (Not into realism?) But however, may I suggest that you make it more like the concept? I could see running around in a castle pwning peeps as a fun deathmatch map, but a crappy little castle that has blocky cylinders? and a few walls? My suggestions are to follow the concept more, and if you actually finish this as a deathmatch map, maybe add tunnels for connectivity. Right now it looks nothing like the actual concept... I hope it will later on. (If you actually want the barbarican I made from this concept, I would gladly give you it with no credit.)
Re: [map] Desert Rose V2
Posted by Orpheus on
Sat Mar 4th 2006 at 3:52am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
I am so tired of nobodies commenting on that silly castle.
There its gone. Look at my finished maps. Assuming you have the sense to figure out the "Expand" link.
Re: [map] Desert Rose V2
Posted by reaper47 on
Sat Mar 4th 2006 at 1:01pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
If you don't want any criticism (and it seems like that to me) then why do you post your map at a place like snarkpit?
You said you made 20+ maps. That means you've spent a lot of time mapping and I think Orpheus is right when he says that you could have come up with a little more ambitious mapping projects now. This is a typical "nice but not awesome" map.
Spend the time you spend on three maps on only one map instead and you could produce something that will get more attention here and probably more rotations on other servers too. Bigger projects are lot of work but very rewarding in the end.
Re: [map] Desert Rose V2
Posted by Frissi on
Sat Mar 4th 2006 at 2:03pm
116 posts
52 snarkmarks
Registered:
Sep 8th 2003
Occupation: Student
Location: Iceland
I TAKE THIS AS A CHALLENGE !
SOON i will start making some kind of a detailed well done map.
Ill post the progress in the forum and will be open for critisism !
3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Ct44, gorami, and now frissi. I like this trend!
The maps section is a great place to improve.
Re: [map] Desert Rose V2
Posted by (DOA) Jethro on
Mon Mar 6th 2006 at 2:36am
1 post
0 snarkmarks
Registered:
Mar 6th 2006
Occupation: CNC Machinist
Location: USA
Frissi,
you made some great maps for hl1, so we just naturally expect the same kind of exellence from you . You make em' and I'll play em! ( oh yes and stop by the server sometime and say hi, its been along time)
(DOA) Jethro's Asylum