[map] de_eden_wip

[map] de_eden_wip

Re: [map] de_eden_wip Posted by 9centwhore on Mon Jul 4th 2011 at 2:34am
9centwhore
20 posts
Posted 2011-07-04 2:34am
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
This is a a discussion topic for the map "de_eden_wip" by 9centwhore which can be found here

Map description:

This is a Work In Progress conversion of a map (http://www.snarkpit.net/index.php?s=maps&map=1335) I started ages ago, from a cs_ map to de_ and has had a new piece added to the map along with several ongoing tweaks.

It's not a huge map and is meant to be quite hectic and fast paced while still allowing the option for tactical plays.

The central pillar on most of the double slot windows is destructible by weapons that do a certain amount of damage.

Things are coming along nicely but would really appreciate feedback regarding balancing issues, whether or not to clip off the tops of certain walls and/or any other suggestions.

I'll try and keep the .rar up to date so if anyone is interested they can check back every few days or so.

Map screenshots:
Loading embedded content: Map #3413
Re: [map] de_eden_wip Posted by 9centwhore on Sat Jul 16th 2011 at 4:13pm
9centwhore
20 posts
Posted 2011-07-16 4:13pm
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
Download updated: 17/07/2011

Changes 17/07/2011:
° Fixed gates at A site.
° Tweaks to flow and access to certain areas for better gameplay.
° Further work on lighting.
° Added overlay and radar maps.

Changes 11/07/2011:
° Balancing:
Added another entry point to A.
Moved spawns.
° Remade the tunnel under A after discovering the 'subdivide' button >_< ...previous mess there was hand manipulated displacements.
° Started work on lighting.
° Started work on ambient sound.
° Added wine cellar section.
° Improved skybox and added a few pretties.
° General tweaks to flow/player clips etc
Re: [map] de_eden_wip Posted by Riven on Mon Jul 18th 2011 at 8:56am
Riven
1640 posts
Posted 2011-07-18 8:56am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I played a little bit through this level and I thought that it was pretty well done.

The lighting is really nice, and the displacements are the star attraction IMO for this map. They add so much to the Z-axis gameplay that I think the slopes on them are really cool. Either that or I've got a thing for Z-gameplay.

At first I thought the map felt like a maze with similar textures everywhere, but then I thought about looking for landmarks to denote each of the areas apart, and noticed, you made quite a few landmarks and small details that it would be hard to get mixed up I thought. You just have to play the map for more than 3 rounds to get familiar with them I guess.

The displacements were cool, but I think I noticed maybe 2 or 3 missed sewn spots. But overall, really nice job on them. It can be a difficult tool to grasp for a lot of mappers, it looks like you've excelled at it pretty well.

One problem in the lowest part of the map I think, the area is pretty big, but pretty flat with only bumps of displacement grass poking out here and there. somewhat distracting, but I would think that could be an easy fix to make it feel a bit more natural.

When it came to the moving doors, I started as terrorist and made my way down the long 'hallway' to the gate, and thought I reached a dead-end. I moved against the gate and nothing happened. I eventually came around to the other side and pressed the use key to open it, but this wasn't immediately obvious to me because I think the Valve maps like de_inferno simple allow you to move against operable doors to open them. The same went for the door access to the underground area; I didn't know it could be opened until I reached it from the other side and thought it the only possible way out.

It's a nice looking map, but there weren't many unique sounds beyond the ambient ones. I think the map could use locational sounds to help aid players in remembering where they are. Landmarks aren't always within a player's view even if they're right next to it, but an identifiable sound would be.

From the screenshots, it feels like a very minimalist-type map with subtle details, and the use of only a handful of textures, but after playing it, I've gotten a different opinion on the aesthetics, and think it's a very elegant map. It felt like a plausible place (except for the surrounding skybox area. I get the 'Eden' idea out of the desert. I'm guessing 'de_oasis' has been done to death? :lol:

For the displacements, I would use a little bit more variety on the open grass areas, or maybe different grass textures beyond just the dirt alphas for paths. It would make it feel that much more thought about and appreciated I think.

And one last thing: I think the map in terms of gameplay-related issues, could use a pass on sticky geometry. There are a lot of posts and frames sticking out past the walls that it's easy for a player running backwards from an enemy shooting madly to run into and get killed 'unfairly'. I would add player clip ramps along the sides for all those places where it sticks out less than 24 units from an otherwise flat surface

Ok, I'm done with the floating comments in my head from playing the map.
...I think :scared:

Thanks for posting!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] de_eden_wip Posted by 9centwhore on Tue Jul 19th 2011 at 2:22pm
9centwhore
20 posts
Posted 2011-07-19 2:22pm
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
Thanks for taking the time to write the huge feed back Riven.

The 2 or 3 mismatched seems are only a fraction of the existing mistakes I've yet to fix. I ran around it yesterday looking for things like that and took about two dozen screenshots of missed seems, misaligned textures etc.
[ I now make notes about my map this way, I 'say' something in game while looking at the thing I'm commenting on and then snap a screenshot. Saves writing down a to-do list :) ]

You're the second person to make that comment about the doors so I think I definitely need to change them to include push to open.

I agree with you on the texture front, I'll try to mix up the grass a bit more and work on the flat areas so the feel more natural. Will probably be my first foray into making my own texture blends as I don't think the stock ones have the ones I have in mind.

And yeah, sticky geometry is a pet peeve so I aim to get that all taken care of before I consider this released as a finished map.

Thanks for checking it out :p
Re: [map] de_eden_wip Posted by Le Chief on Sun Jul 24th 2011 at 3:34am
Le Chief
2605 posts
Posted 2011-07-24 3:34am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Whoa nice design that looks really cool. Keep up the good work. 8-)
Aaron's Stuff
Re: [map] de_eden_wip Posted by 9centwhore on Sun Aug 7th 2011 at 9:18am
9centwhore
20 posts
Posted 2011-08-07 9:18am
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
Download updated: 07/08/2011

Changes 07/08/2011:
° Mostly cosmetic stuff but have also done a few tweaks based on player feedback.