ts_terrace

ts_terrace

Re: ts_terrace Posted by KoRnFlakes on Sat Aug 30th 2003 at 5:42pm
KoRnFlakes
1125 posts
Posted 2003-08-30 5:42pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
Great fun to play & a good flashlight map, Perhaps im biased but I think its got the same fun factor as azelito's ts maps.
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 11:23am
Pegs
312 posts
Posted 2004-02-16 11:23am
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I have now finished my map & I would like some last comments on it, so that I can see what to do on my next project.

I am afraid I cannot edit the map as I have lost the file :dizzy: , but I would be greatful if you could comment.

Thanks in advance,
Pegs
Re: ts_terrace Posted by matt on Mon Feb 16th 2004 at 11:24am
matt
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Posted 2004-02-16 11:24am
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The link doesn't work, it should be

http://www.dazhampton.co.uk/downloads/ts_terrace.rar
Re: ts_terrace Posted by KoRnFlakes on Mon Feb 16th 2004 at 11:54am
KoRnFlakes
1125 posts
Posted 2004-02-16 11:54am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
Great fun to play & a good flashlight map, Perhaps im biased but I think its got the same fun factor as azelito's ts maps.
Re: ts_terrace Posted by KoRnFlakes on Mon Feb 16th 2004 at 11:54am
KoRnFlakes
1125 posts
Posted 2004-02-16 11:54am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
Great fun to play & a good flashlight map, Perhaps im biased but I think its got the same fun factor as azelito's ts maps.
Re: ts_terrace Posted by Orpheus on Mon Feb 16th 2004 at 1:39pm
Orpheus
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Posted 2004-02-16 1:39pm
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LOL, nah, no one would ever accuse you of a biased score korn :)
screens are to dark on my monitor, so i will score it a safe "3"
Re: ts_terrace Posted by KoRnFlakes on Mon Feb 16th 2004 at 4:50pm
KoRnFlakes
1125 posts
Posted 2004-02-16 4:50pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
A few more comments plz guys. Its being a bit ignored.
Re: ts_terrace Posted by scary_jeff on Mon Feb 16th 2004 at 5:11pm
scary_jeff
1614 posts
Posted 2004-02-16 5:11pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I don't know if it's just the screenshots, but the map does seem very dark, though it looks like a pretty good atmosphere. I like the texture lights on the walls and things, and the skymap is good. One thing that strikes me as wierd is the width of the streetlights, and the actual light section of the strretlights seems very small.Also by the looks of things you have got plenty of polys to spare for things lying about like bins, wooden pallets, etc. I'm guessing I need to have the mod TS to play the map, so I haven't actually downloaded it.
Re: ts_terrace Posted by 7dk2h4md720ih on Mon Feb 16th 2004 at 6:37pm
7dk2h4md720ih
1976 posts
Posted 2004-02-16 6:37pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Your screenshots don't have to be that poor quality, try to aim for about 70-100k to get the best results. :smile:

The map has a blocky feel and there's quite a bit of texture repetition. Try and make the buildings more interesting with windowledges, trims around the bottom etc.

It's a bit empty too, add some exciting details! :biggrin:
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 6:41pm
Pegs
312 posts
Posted 2004-02-16 6:41pm
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i cant do much in terms of editing (well i cant do anything) as i have lost the files :/
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 6:45pm
Pegs
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Posted 2004-02-16 6:45pm
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scary_jeff said:
I don't know if it's just the screenshots, but the map does seem very dark, though it looks like a pretty good atmosphere. I like the texture lights on the walls and things, and the skymap is good. One thing that strikes me as wierd is the width of the streetlights, and the actual light section of the strretlights seems very small.Also by the looks of things you have got plenty of polys to spare for things lying about like bins, wooden pallets, etc. I'm guessing I need to have the mod TS to play the map, so I haven't actually downloaded it.
I dont think you actualy need ts to play it but that is what it is ment to be for. You see you could put the files in hld but it wont have any weapons etc. So the best Mod for it is Ts (hense y i mapped for it :razz: ).

Yeah the screens shots are Dark cos it is a dark map, Mainly for Flashlights. I though i would make a Flashlight Map cos there are so many maps that ignore the fact that there is and you can use a flash light.
Re: ts_terrace Posted by Dr Brasso on Mon Feb 16th 2004 at 6:48pm
Dr Brasso
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Posted 2004-02-16 6:48pm
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interesting state of mind for a mapper to have.... :rolleyes:

Doc B... :dodgy:
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 6:55pm
Pegs
312 posts
Posted 2004-02-16 6:55pm
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what is that supposed to mean? :confused:
Re: ts_terrace Posted by Tracer Bullet on Mon Feb 16th 2004 at 7:15pm
Tracer Bullet
2271 posts
Posted 2004-02-16 7:15pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I've tried flashlight maps before... it's allot of fun for a few players, but nobody uses the flashlights because the iluminate the player model. turn it on and you are good as dead.
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 7:18pm
Pegs
312 posts
Posted 2004-02-16 7:18pm
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good point there but there are so few Flashlight Maps i think it is a shame realy. Darkness (or the night) gives a good sence of atmosphere, i guess it is better for Mods then?
Re: ts_terrace Posted by beer hunter on Mon Feb 16th 2004 at 7:39pm
beer hunter
281 posts
Posted 2004-02-16 7:39pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
i cant do much in terms of editing (well i cant do anything) as i have lost the files :/
Have you thought about decompiling it with WinBSP ? its quite a small map and it prolly wouldn't take much to get it back.

Apart from some chunky brushwork and streets needing more stuff in them (vehicles maybe), its quite a fun map to play.

ttfn
Re: ts_terrace Posted by Tracer Bullet on Mon Feb 16th 2004 at 7:50pm
Tracer Bullet
2271 posts
Posted 2004-02-16 7:50pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Okay, here we go. It should be noted that help can be harsh, so don?t take these criticisms personally. The whole point of this is to show what you have done wrong, so I will spend very little time on what has been done right.

User posted image

These lamp posts seem far to thick to me given the size of the light they are supporting. either decrease the size of the post or increase the size of the lamp they support. I like the subtle use of the fade brushes, but I think they should spread out more as they approach the ground, and you might consider a light_spot to make pools of localized brightness under the lamps.

User posted image

This is a very broad stretch of very bland wall. You need more in the architecture. Flat walls just don?t cut it, and you do have the r_s to spare.

User posted image

I think that these curbs are just too high. I?m guessing 16? Try 8 or so.

User posted image

You have a max_viewable_distance problem here. see how the far wall disappears?

User posted image

This is really the nicest looking bit in the map. While it is still quite thin, you have significantly more detail here than most anywhere else.

All in all, I like the theme. It?s not too dark imo, but you should have a bit more contrast. My main complaint is architectural detail. You can?t have too much or the r_s will kill you, but you need more than is currently there. Keep it up.
Re: ts_terrace Posted by Tracer Bullet on Mon Feb 16th 2004 at 7:58pm
Tracer Bullet
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Posted 2004-02-16 7:58pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
See my comments in the forum thread.
Re: ts_terrace Posted by Pegs on Mon Feb 16th 2004 at 9:46pm
Pegs
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Posted 2004-02-16 9:46pm
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thanks for that Tacer, yeah the last pic you posted was like the 1 place I designed the rest i went from that thats prop y it is the best bit :smile:
Re: ts_terrace Posted by 2dmin on Tue Feb 17th 2004 at 7:45am
2dmin
352 posts
Posted 2004-02-17 7:45am
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i like this map, if only you hadn't of lost the map you could have done a lot with it :smile:

a few pointers for your next attempt :
  • try to remember this is an environment you are creating, not just a killbox - take the time to add detail where it is required, keep some things simple and effective (like roads), and keep the lighting balanced and not too harsh
  • give the players room to move. there's nothing more annoying in ts than trying to do a stunt and flying into a massive brush. :rolleyes:
  • try to avoid the blocking, compartmentalised feel by rounding corners, being generous with inside spaces, and generally letting the architecture "flow" instead of being ... for lack of a better word "plonked" down. :razz: so keep things connective, try to avoid dead ends, and for this map make the transitions between areas a tad smoother, by maybe changing the lighting or adding "separator" brushes instead of just changing textures. :smile:
i hope i've made sense. these are just my 2cents, and i think they could really help you in making good maps.

i know how frustrating it is to lose a .map, i lost 2 wonderful cs war maps which i spent weeks on, so now im just left with my cruddy 1 hour fun maps :S
Re: ts_terrace Posted by Pegs on Tue Feb 17th 2004 at 10:15am
Pegs
312 posts
Posted 2004-02-17 10:15am
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yeah I try as much NOT to make killbox maps and add as much detail as posible also keeping down the wpoly, the proplem i found with this map is that it just over strectched the max viewing distance so that slowed it down a bit i didn't want to make any extra lagging. Killboxes are sad and people that make them are sad loosers as i quoted in hlatlas 100 rooms is 100 rei maps in 1.

My next project will prop be for the specialists again or hl deathmatch cos i like the gore and stuff :razz:

Yeah i would of Kept the files but i was having proplems with my pc meaning I had to put 98 back on deleting everything (that was a b hatch) but sooner or later i will get a new pc that can fit hl on it and install it. :smile:

i was going to alow people on the top of the houses but that just ment you could jump into the skybox and very easaly go through the max distance to be viewed. The proplem with w poly is there is 1 Place where there was alot of wpoly making it lag so i had to take of detail to make it not lag in that place.

If you look at the images of my map at the top they seem to look better in small than they do bigger :? guess you cant see where i have "Mapped it" and where i haven't :confused:
Re: ts_terrace Posted by Cassius on Tue Feb 17th 2004 at 5:44pm
Cassius
1989 posts
Posted 2004-02-17 5:44pm
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Are your streetlamps lights or light_spots? Their beams don't seem to be hitting the ground.

In TS, dark player models + dark maps = you can't see s**t, and, well, I can't see s**t on this one.

Having 'beacons' of light, however, like having fairly bright areas around the streetlamps, means interesting gameplay, but for now I'm going to have to buy my trusty flashlighted Five-Seven - and so is everyone else.
Re: ts_terrace Posted by Pegs on Tue Feb 17th 2004 at 5:45pm
Pegs
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Posted 2004-02-17 5:45pm
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the lights are just light with a Fade over the top.

If you play on a dark map you put on a Flash light thsat y i made it dark, anyway having an uber dark map can be funny at times and is good for stealth tactics or camping (also nown as CS)
Re: ts_terrace Posted by Tracer Bullet on Tue Feb 17th 2004 at 9:31pm
Tracer Bullet
2271 posts
Posted 2004-02-17 9:31pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
If you want praise, don't make the map dark... but personaly, I like having very dark areas... I do think it's dumb when a mod implements flashlights and night vision, but none of the maps make them worht having. However you ought to accomidate both play-styles. for instance, have brightly light indoor areas contrasting with gloomy outdoors...
Re: ts_terrace Posted by Pegs on Tue Feb 17th 2004 at 9:56pm
Pegs
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Posted 2004-02-17 9:56pm
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thats a very good idea i will imply on my next map that i am currently making :smile:
Re: ts_terrace Posted by 2dmin on Mon Feb 23rd 2004 at 10:41am
2dmin
352 posts
Posted 2004-02-23 10:41am
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err surely you mean "implement" instead of "imply" :razz:

keke anyway good luck mate :smile:
Re: ts_terrace Posted by Crono on Mon Feb 23rd 2004 at 10:56am
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Posted 2004-02-23 10:56am
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Why does that third screen shot remind me of an urban basketball court somewhere in Philidelphia?(All it needs, besides a basketball hoop is a chain link fence surounding it) . . . . Anyway, continue all . . . not that this comment would have stopped you lol.