Re: de_archeo
Posted by Orpheus on
Thu Mar 10th 2005 at 10:06pm
Posted
2005-03-10 10:06pm
Orpheus
member
13860 posts
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Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
It is often unwise to put such a disclaimer as you have. it says "no matter what you may think, I'll not change it"
i would remove that part of your description, it could get you better feedback.
Re: de_archeo
Posted by Dash on
Thu Mar 10th 2005 at 10:48pm
Posted
2005-03-10 10:48pm
34 posts
913 snarkmarks
Registered:
Mar 10th 2005
Hey, I've been a fervent visitor to the pit (I've known the place for 2 years now) and decided I might hop in.
I made this map a while ago, but never really did I "release" it. It
was made for CS 1.6 (actually I started this map when CS had just left
beta), and I found it a few days ago. I refitted it just a bit,
optimized it a little, and decided to just throw it in as a little
"introduction" map :razz:
Hope you like it, it's very jam-packed... I think I have good control
over space and how to make manageable maps in a very small environment.
I tried to use as little space as needed. The map is still playable 16
vs 16, but I strongly recommend 5 vs 5 to 8 vs 8 games! The bots, for
some reason I ignore, do not go in the underground tunnels, so BOT
Terrorists will keep planting at the B spot though the A spot is more
accessible for them)
I'm already working on the same map (actually, from scratch) for CS:S with a nicer layout and more atmosphere!
Re: de_archeo
Posted by Gwil on
Thu Mar 10th 2005 at 10:59pm
Posted
2005-03-10 10:59pm
Gwil
super admin
2864 posts
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Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
That the same Dash from the old old Wireplay/Gameplay community?
Strange to see an old name if it is, but you won't remember me though
if it is. If it's not, bleh :razz: Ignore me!
Map looks pretty cool, architecture is a bit sparse on detail - Source
should give you plenty of room to spice it up a little though. Can't
really say much, aside from the lighting is a little drab, and the
floors could use some displacements (in Source) or a bit of triangle
terrain work in CS 1.6.
Looks pretty solid all round though, good job.
Re: de_archeo
Posted by Leperous on
Thu Mar 10th 2005 at 11:04pm
Posted
2005-03-10 11:04pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
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Aug 21st 2001
Occupation: Lazy student
Location: UK
It also looks a bit flat outside- some more vertical variation and a funky skybox would be nice- and the environmental light seems to be a funny colour... And the tiled floor in #2 looks terrible :razz:
Re: de_archeo
Posted by Dash on
Thu Mar 10th 2005 at 11:13pm
Posted
2005-03-10 11:13pm
34 posts
913 snarkmarks
Registered:
Mar 10th 2005
Gwil, your name rings a bell but Wireplay/Gameplay doesn't :razz: As far as I know, we're 2 Dash's in the CS community XD
Thanks for the comments and Leperous, I do agree somehow, that tiled
floor looks odd. The thing is that I wanted a little contrast
somewhere, and pretty much all the "elevated" areas are tiled... If you
d/l the map, check out the main corridor part (Right side of the first
SS), used a sandy planks texture. Not sure about it... Also, the
screenshots differ slightly from the current version :razz:
Re: de_archeo
Posted by Sub-Zero on
Wed Mar 16th 2005 at 8:31pm
53 posts
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Registered:
Feb 16th 2005
Occupation: Student
Location: USA
def change the skybox texture.. its too damn pink for a dust atmosphere... try using the de_dust sky texture? lol
Re: de_archeo
Posted by Dash on
Wed Mar 16th 2005 at 11:43pm
Posted
2005-03-16 11:43pm
34 posts
913 snarkmarks
Registered:
Mar 10th 2005
It's not meant to be dust. The whole map is actually set during the evening, hence the env_light color and skybox :razz:
Re: de_archeo
Posted by satchmo on
Wed Jun 8th 2005 at 2:58am
satchmo
member
2077 posts
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Registered:
Nov 24th 2004
Occupation: pediatrician
Location: Los Angeles, U.S.
But the light_environment angle and the color of the light don't fit the dusky sky at all. The direction and color of the light look more like mid-afternoon.
Change the color to pinkish-orange, and the angle and pitch to be more slanted and somewhat angled. The shadow is exactly orthogonal to the architecture. Make sure you vary that a bit.
But overall, looks nice.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: de_archeo
Posted by Myrk- on
Wed Jun 8th 2005 at 12:18pm
Posted
2005-06-08 12:18pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Just needs a complete overhaul as far as I can see. You need better more natural lighting- don't be affraid to use more than 1 light environment!
Also... reason for the name?
-[Better to be Honest than Kind]-
Re: de_archeo
Posted by G4MER on
Wed Jun 8th 2005 at 6:33pm
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
OH YIPPIE a NEW DUST LIKE MAP.. WOOT! We dont have enough of them!
Re: de_archeo
Posted by savijN on
Mon Apr 28th 2008 at 7:39am
3 posts
10 snarkmarks
Registered:
Apr 27th 2008
Occupation: Student
Location: Australia
Judging your screenshots its got alot of work put into it and seems to have a nice lay out also id like to say good effort on the dust2 look around the walls and etc looks very nice looking forward to testing it
edit: tested the map good design plan like I said not a problem with the map build but the texturing could use a bit of smoothing besides that nice map Tspawn could use a bit more decoration also.