Re: [map] de_Strife
Posted by dewdle on
Mon Apr 2nd 2007 at 12:52am
Posted
2007-04-02 12:52am
21 posts
252 snarkmarks
Registered:
Apr 9th 2006
Occupation: Student
Location: Australia
From the shots it seems a bit open, just in the sense of bare floors really. Braking it up with more props might help, but also might be too much. I think maybe even decals, trims etc would help break it up a bit more. It might also be the texture, compare the first shot to the last one and you'll note the last looks better (floor-wise).
Re: [map] de_Strife
Posted by omegaslayer on
Mon Apr 2nd 2007 at 10:57pm
Posted
2007-04-02 10:57pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
Good looking map, my only critique is that its too clean. The cement has no tire marks or dirt on them. This can be acomplished by decals.
Re: [map] de_Strife
Posted by Junkyard God on
Wed Apr 4th 2007 at 9:36am
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
From the shots it does apear very clean, the lighting is very clean and there's no decals places in the map suggesting any type of activity at the area what so ever.
Depending on the theme you want to give your map, try adding tyre tracks to the areas where you think vehicles might leave them, decals of maybe adverts of the company who owns the place, maybe some little rascals left a spraypaint tag somewhere on a wall.
What would happen around a warehouse? What type of things are actually stored there, how would the place be lit? Would there be machines and sounds going round the map of production or is it really storage, which would mean there might be stuff like containers thatare half unloaded, yet to be processed further.
Take some time trying to note down all sorts of activities that you would expect there to be would your map be a real life situation, and the nafter that ,try to work out how to incorporate these activities into your map.
This is a nice base of a map, but the lack of detail leaves me to think it's not complete, rather like 90% or so done.
Little additions to the atmosphere can greatly improve immersion into the area and make the player feel like they're walking around a place they would encounter in real life.