Needs Plublicity

Needs Plublicity

Re: Needs Plublicity Posted by Sinner_D on Mon Sep 1st 2003 at 4:11am
Sinner_D
376 posts
Posted 2003-09-01 4:11am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
de_aztec_temple

download it and tell me what you think

http://www.geocities.com/dannythedevil_666/dl/maps/

hell while your there, dl usp_map...its nothin special, i just made it cause my usp whore friend wanted it.
Re: Needs Plublicity Posted by Cash Car Star on Mon Sep 1st 2003 at 5:04am
Cash Car Star
1260 posts
Posted 2003-09-01 5:04am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Screens?
Re: Needs Plublicity Posted by beer hunter on Tue Sep 2nd 2003 at 12:03am
beer hunter
281 posts
Posted 2003-09-02 12:03am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Didn't bother DLing de_aztec* as the original is total crap to play.

usp_map3 came up with a couple of errors - it couldn't find uspmap.wad or sin.spr, had to use temporary files to get it working.

ttfn
Re: Needs Plublicity Posted by Sinner_D on Mon Sep 8th 2003 at 2:33am
Sinner_D
376 posts
Posted 2003-09-08 2:33am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
terribley sorry, i didnt realize that sin.spr and uspmap.wad werent included in the zipfile...are you sure u didnt just not extract them to there respective dir?

.spr = halflife/cstrike/sprites

.wad = halflife/cstrike

if this is not the case, ill update my archive and let you know asap. UPDATE turns out both files werent included in the zipfile, terribley sorry bout that, if your willing to wait til after 1pm friday PST ill have everything in the zipfile by then.

as for screenshots, ive currently got a few up to date SS on my personal...never visited...geocities mapping site if you want to check them out.

www.geocities.com/dannythedevil_666/mapcore/all.html (Latest Work)
Re: Needs Plublicity Posted by beer hunter on Mon Sep 8th 2003 at 8:46pm
beer hunter
281 posts
Posted 2003-09-08 8:46pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
No problem, i've done the same myself, doh !  now i always double check media that the map needs.

ttfn
Re: Needs Plublicity Posted by Tracer Bullet on Mon Sep 8th 2003 at 11:24pm
Tracer Bullet
2271 posts
Posted 2003-09-08 11:24pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I was going to give you a critique, but in the time it took my to put up all the screens and write it, I got logged out, so when I hit submit, everything disapeared!

maybe I'll try again later
Re: Needs Plublicity Posted by Sinner_D on Mon Sep 8th 2003 at 11:34pm
Sinner_D
376 posts
Posted 2003-09-08 11:34pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
lol, ok well ive located uspmap.wad, and i was lucky enough to recreate sin.spr, ill have the zip file updated on friday, sorry it'll take that long, but im havin some comp probs.
Re: Needs Plublicity Posted by Tracer Bullet on Tue Sep 9th 2003 at 12:04am
Tracer Bullet
2271 posts
Posted 2003-09-09 12:04am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Ready for some constructive criticism?

[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0000.jpg [/simg]
First off, the lighting is dull and flat. I realize from the skymap that it is supposed to be overcast, but that is no excuse for ugly lighting. Give it more of a dark brooding feel by lowering the intensity and making the light come in at an angle to create some nice shadows, also the architecture is quite simplistic.
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0002.jpg [/simg]
I guess crates have been tormenting humanity for thousands of years? honestly there is no reason for these things to be here.
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0003.jpg [/simg]
Good idea, bad execution. That lighting is terrible. It?s way too bright, and the color is off. Some flicker would increase realism. Also, you used it everywhere! Don?t just duplicate things all across a map unless that is logical for the setting, especially if the effect isn?t that good to begin with.
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0004.jpg [/simg]
Very cool tomb setup, but there?s that damn light spoiling it! Also, why would there be European weaponry in an Aztec tomb? I think and obsidian blade or two would fit in a bit better.
User posted image
interactivity=good. I really like your use of triggers like this falling bridge, and breakables like in the next shot.
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0007.jpg [/simg]
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0006.jpg [/simg]
Way to dark
[simg]http://www.snarkpit.com/pits/tracer%20bullet/de_aztec_temple0011.jpg [/simg]
Watch those r?s?
Also, you r texturing is incredibly repetitive.

All in all, pretty good as a first or even second try. You seem to have a good grasp of some of the technical aspects of mapping. What you need to focus on now is ambience. Lighting is the biggest part of making a good looking map. Texture choice and architecture are very close seconds, but really lighting is what makes a map seem real or not.

 
Re: Needs Plublicity Posted by Orpheus on Tue Sep 9th 2003 at 1:34am
Orpheus
13860 posts
Posted 2003-09-09 1:34am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
hey TB, i gotta secret for'ya..

follow this exactly.. click start>programs>sierra>half-life>rightclick>half-life,and put this in the properties>target window.. : C:\Half-Life\hl.exe -dev -console

edit the path if you used sierra.. and then you can view the r_speeds even in multiplayer.. :biggrin:
Re: Needs Plublicity Posted by Tracer Bullet on Tue Sep 9th 2003 at 1:44am
Tracer Bullet
2271 posts
Posted 2003-09-09 1:44am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
So the -dev command works for MP too?
Re: Needs Plublicity Posted by Orpheus on Tue Sep 9th 2003 at 2:11am
Orpheus
13860 posts
Posted 2003-09-09 2:11am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Tracer Bullet said:
So the -dev command works for MP too?
if you add it to the HL start icon.. sure :biggrin:
Re: Needs Plublicity Posted by Finger on Tue Sep 9th 2003 at 8:11pm
Finger
672 posts
Posted 2003-09-09 8:11pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
It also works if you type it in console, while ingame.
Re: Needs Plublicity Posted by Cash Car Star on Tue Sep 9th 2003 at 10:07pm
Cash Car Star
1260 posts
Posted 2003-09-09 10:07pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
All dev seems to do in MP is just tell you more things in the console and anything being placed in the console is "echoed" to the top left of the screen for a few seconds. I think in game you need to type developer 1, not just dev, could be wrong though.
Re: Needs Plublicity Posted by Orpheus on Tue Sep 9th 2003 at 10:21pm
Orpheus
13860 posts
Posted 2003-09-09 10:21pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Cash Car Star said:
All dev seems to do in MP is just tell you more things in the console and anything being placed in the console is "echoed" to the top left of the screen for a few seconds. I think in game you need to type developer 1, not just dev, could be wrong though.
my comment to TB was in respect to his viewing the r_speeds, you will notice in his screen, that he had to hit the tilde to see and take the shot for his critique..

if the -dev is in his startup for the game, he can view the r's full time, just like in SP mode..

as for any other commands.. i know not..
Re: Needs Plublicity Posted by Cash Car Star on Tue Sep 9th 2003 at 11:15pm
Cash Car Star
1260 posts
Posted 2003-09-09 11:15pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
yeah, i know that. That's what the echoing is for. Bind a key to "echo hello" and then press it with console up while dev is on. "hello" sans quotes will show up in the upper left (although it'll quickly disappear if you got r_speeds on too).
Re: Needs Plublicity Posted by Myrk- on Wed Sep 10th 2003 at 12:49am
Myrk-
2299 posts
Posted 2003-09-10 12:49am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Gawd reminding me of my old days typing "speak adios.gordon.freeman.you.ass.hole"
Re: Needs Plublicity Posted by Sinner_D on Thu Sep 11th 2003 at 10:04am
Sinner_D
376 posts
Posted 2003-09-11 10:04am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
lol...you guys always seem to make me laugh.

thnx tracer for the criticism, i had hoped to completely fix this map of its problems, i ran into a lack of initiative when my map file locked up WC whenever i openned it, so just for the maps defence...its a forever unfinished product.

thnx again.

P.S. when a map takes 4hrs to compile, you really start not giving a s**t about the lighting...lol
Re: Needs Plublicity Posted by beer hunter on Thu Sep 11th 2003 at 7:49pm
beer hunter
281 posts
Posted 2003-09-11 7:49pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
That corrupted .RMF thing used to happen to me now
and again, there is a way round it - load up the .MAP file
instead and then save using a different file name.

This gets generated each time a compiles done, you may lose some changes since the last compile but its better than nothing :smile:

ttfn

 
Re: Needs Plublicity Posted by Sinner_D on Thu Sep 11th 2003 at 8:04pm
Sinner_D
376 posts
Posted 2003-09-11 8:04pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
no, not true beer... one i deleted the .map file on this last compile just like every other compile as i thought it wouldnt be needed and i cant load the .rmf file to convert it to .map file...ohwell :sad: thnx anyways
Re: Needs Plublicity Posted by beer hunter on Fri Sep 12th 2003 at 6:10pm
beer hunter
281 posts
Posted 2003-09-12 6:10pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Ahhh, pity, thats a bummer :-(

ttfn
Re: Needs Plublicity Posted by Sinner_D on Fri Sep 12th 2003 at 8:38pm
Sinner_D
376 posts
Posted 2003-09-12 8:38pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
Good news/ Bad news

good news, ive updated usp_map3.zip

bad news, my archive is on geocities, and they've locked up my site for an hour, that hour should be ending any minute now though, hope i got the files right...lol

my site will be locked yet again, for an hour...starting 2:00pm PST, sorry for the prob, im currently talking to lep about getting hosted here, so this wont be a prob in the future.

 
Re: Needs Plublicity Posted by beer hunter on Sat Sep 13th 2003 at 10:25am
beer hunter
281 posts
Posted 2003-09-13 10:25am
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
I had a look at it again using a temp wad+spr, its not too bad for a 1v1/2v2 pistol training map.

Railings are about chest height, need to be lower.

The upper level gantry, stairs and computer room corridors are way too narrow, need to be about 4 times as wide so you can dodge about on them.

The lower area is a bit of a pain to nav, too many crates get in the way. You could prolly remove half those crates and still have enough cover.

Map size is very small, a couple of rooms for players to spawn in with 2 exit points to the main lower area and 2 exit points to the upper level would give players a few more options.

Needs a different texture for the roof and floors.

Maybe put some bulkhead type lights on the walls to
make them more interesting.

ttfn

 
Re: Needs Plublicity Posted by Sinner_D on Sun Sep 14th 2003 at 9:58pm
Sinner_D
376 posts
Posted 2003-09-14 9:58pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
well to tell you the truth, i never planned on releasing this map to the public, it was originally made for me and a friend (usp whore) to play around in, he liked it that much, i assumed others would too.

im not planning on refining this map as i didnt take much time to create it in the first place. thnx for the insight though, if i ever plan on making another uspmap, ill try to keep that in mind.