[map] de_crossroads

[map] de_crossroads

Re: [map] de_crossroads Posted by Arzie on Thu Aug 3rd 2006 at 4:07pm
Arzie
20 posts
Posted 2006-08-03 4:07pm
Arzie
member
20 posts 282 snarkmarks Registered: Nov 14th 2004 Occupation: - Location: -Finland
This is a a discussion topic for the map "de_crossroads" by Arzie which can be found here

Map description:

Small city area with a rain, defusal map. I hope you like it.

Map screenshots:
Loading embedded content: Map #2660
Re: [map] de_crossroads Posted by midkay on Thu Aug 3rd 2006 at 11:01pm
midkay
398 posts
Posted 2006-08-03 11:01pm
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
I haven't played it (yet?) but looking at your screenshots I have a few comments.

Screen #1: I like the buildings, how they aren't as wide as they are long, the way you enter the one in the foreground (although what's with the ropes, how do you get in?), as well as the details/extrusions on some of them. They seem unrealistically thin though, looking at the size of the door(s) versus the windows versus the depth of the building, one room would be even too big to span the entire width of the building and it'd have windows on two sides. Also, the street looks rather empty. You could probably have used a bit more clutter. Finally, what's with the streetlights lit up midday? :)

Screen 2: I like the mood here, it seems like one of those misty, cold, foggy afternoons. :)

Screen 3: That's a pretty cool building, but why does that mist/fog seem so centralized in that one little area? I don't see it anywhere else.

Screen 4: Why does the road get brighter all of a sudden? Fog, or a seam between the level and skybox? Looks nice, but again I don't get why those porch lights (which look like they're streetlight models for some reason) are on..

Screen 5: Nice area, albeit small; although it bugs me that it would seem you literally copied and pasted the decals from the wall to that pillar, they all overlap in the same way.

Overall, I like the cold feel and some of the architecture (even if it's rather illogical in some ways), although I think it could have used a bit more detail in the streets and some more thinking out (why are there two doors next to each other that lead to the same place?; why are the porch lights on?).

Nice effort nevertheless; you ought to post your next map's screens here a bit early if you'd like some helpful suggestions that you can incorporate into your final release if you desire. :)
Re: [map] de_crossroads Posted by satchmo on Fri Aug 4th 2006 at 4:00pm
satchmo
2077 posts
Posted 2006-08-04 4:00pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
The light_environment is not quite right. I can't decide whether it's dusk, dawn, or a foggy midday. Either turn up the outdoor lighting or dim it to mimic the fading light of dusk.
Re: [map] de_crossroads Posted by omegaslayer on Sat Aug 5th 2006 at 12:31am
omegaslayer
2481 posts
Posted 2006-08-05 12:31am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
The streets seem a little too "clean", add some trash and I think we'll have a winner.
Re: [map] de_crossroads Posted by reaper47 on Sat Aug 5th 2006 at 4:22pm
reaper47
2827 posts
Posted 2006-08-05 4:22pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The architecture looks quite "superclean" but it's handled with skill. It looks a bit Japanese to me. Don't ask why, I don't know.
What I miss is a visual focal point, a little surprise. You could have used some stronger colors and contrast inside the building.
Re: [map] de_crossroads Posted by Belgarion on Sat Aug 5th 2006 at 4:23pm
Belgarion
108 posts
Posted 2006-08-05 4:23pm
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
Hmm.. this is clearly a C17 map, but it doesn't quite feel that way. That's a very good thing! I don't know about the trash comment. There's too much trash in maps. It's become the next barrel/pipe. keep working on your lighting and geometry and add detail in ways other than throwing trash around. good work so far.