Re: Eynesbury
Posted by wckd on
Sun Feb 8th 2004 at 11:14pm
Posted
2004-02-08 11:14pm
wckd
member
148 posts
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Registered:
Aug 29th 2003
i'm gonna be honest.
the map isn't all that great; the aesthetics are very poor, textures are overused and makes the map look dull and boring.
the architecture is bland.
try finding better textures and using some distinct architecture in different places to make for a better experience.
Re: Eynesbury
Posted by wil5on on
Mon Feb 9th 2004 at 11:26am
Posted
2004-02-09 11:26am
wil5on
member
1733 posts
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Registered:
Dec 12th 2003
Occupation: Mapper
Location: Adelaide
Still early days... don't make any nasty judgements (on the architecture atleast) like this until ive got more work done on it.
I need help with textures!!!!!!
Re: Eynesbury
Posted by wil5on on
Fri May 28th 2004 at 2:13pm
wil5on
member
1733 posts
570 snarkmarks
Registered:
Dec 12th 2003
Occupation: Mapper
Location: Adelaide
OK, I took Gollums idea and I'm trying to post another thread for the same map...
New beta to dl, new screens. Library has been added, but lights now look crap... due to svc_bad...
EDIT: w00t it works! I had to crappify the lights because all the lights I had used a func_wall, i got svc_bads when I added the library, so I made them all flat world brushes.
Re: Eynesbury
Posted by wil5on on
Fri May 28th 2004 at 3:03pm
wil5on
member
1733 posts
570 snarkmarks
Registered:
Dec 12th 2003
Occupation: Mapper
Location: Adelaide
Well... I was planning on getting the layout first, and then fleshing out the details. I have already DLed the couches from TDK, since youre so insistent on them theyll be in the next beta.
Re: Eynesbury
Posted by scary_jeff on
Sun Jun 6th 2004 at 10:20pm
Posted
2004-06-06 10:20pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
I think those models Reno pointed out would be great in your map. I think it has the potential to be a quality map like cs_office, but at the moment I think it is a little too big. Not just the overall area, but the ceilings seemed quite high, and the doors were definately too big IMO. Perhaps you could make the doors shorter and have a window pane above them or something if the ceilings are in fact as high as that.
I loved all the posters and the PC screens in the computer room, they made me laugh. The projecters were very nicely done as well.
I think you need to make the map a little more close quarters, and use the odd object for cover in some places. As an example, I know you don't have the r_speeds for a full set of tables and chairs everywhere, but you could have the odd tipped over table, behind which people can hide (and through which clever players might shoot them :smile: )
Another thing you could do is vary the lighting a bit. I know a real school is generally just 'bright', but the map could look better if you set your striplights to give off a little less light, and perhaps a duller shade as well, to make the map feel less 'sharp' lighting wise. It is hard to get a good atmosphere in a very clinical looking area.
You might be able to save a fair bit r_speeds wise by swapping the brush-based vertical blinds for a vertical blinds texture. I don't know of one off hand, but this would seem to be a texture that wouldn't be hard to make. Even easier if you made them horizontal blinds.
Re: Eynesbury
Posted by wckd on
Sun Mar 20th 2005 at 9:58am
wckd
member
148 posts
125 snarkmarks
Registered:
Aug 29th 2003
i'm gonna be honest.
the map isn't all that great; the aesthetics are very poor, textures are overused and makes the map look dull and boring.
the architecture is bland.
try finding better textures and using some distinct architecture in different places to make for a better experience.