[map] de_telefort

[map] de_telefort

Re: [map] de_telefort Posted by Mr. Orange on Fri Jul 7th 2006 at 4:58am
Mr. Orange
3 posts
Posted 2006-07-07 4:58am
3 posts 130 snarkmarks Registered: Jul 7th 2006 Occupation: Bartender Location: Texas
This is a a discussion topic for the map "de_telefort" by Mr. Orange which can be found here

Map description:

Hello all, this is my frist map. Hope you enjoy it, and can't wait for the onslaught of comments if any. I am new and would like to improve and look foward, no mater how nasty, to the comments. This map is small and meant for quick play. I have seen no maps really that implement teleports into a CS:S map so I put some in! Enjoy.

Map screenshots:
Loading embedded content: Map #2626
Re: [map] de_telefort Posted by Addicted to Morphine on Fri Jul 7th 2006 at 5:18am
Posted 2006-07-07 5:18am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
First off, I'm in China at the moment and can't play your map, but judging from your screens here are my thoughts:

-For a first map, your texturing and lighting is better than most. I'm glad to see your light entities have a visible source.

-It's a simple map, and not very cohesive or unified when it comes to theme. I think its themeless more than anything else. For your next map, think about developing a real feel or atmosphere, via texture choices and a consistent architectual style.

-The texture on the right wall of the first screenshot is really blurry. I'm not sure whether or not you stretched the texture or if you have your graphical settings turned way down. In general, wall textures are meant for a brush thats 128 units high, and the texture scale is usually .25 If you increase the brush size and rescale to fit, you can end up with fuzzy textures. Also, if its just low graphical settings, turn the settings up for your screenshots. In general, most textures fit well on 128x128 blocks (some tile horizontally, and some tile vertically, meaning you can stretch the walls out in those directions and have the texture repeat and look decent)

-The 2nd screenshot could use more light fixtures and the geometry of the room could definitely be more interesting. Look at the textures on the wall and you'll notice that there are prime places to extrude the wall into support pillars. Generally, if you're at a loss on how to spice up a wall or surface, look to the texture to see where you could add some brushes that would coincide with the texture and make surface more interesting.

-The scale of your third shot seems strange, mostly because the doorway looks too large. Also, note the awkward transition between the tile and the grass. Either lower the grass so there is a step up to the hallway, or add a bottom door frame. Additionally, the shot seems dark, why not add a few more lights in the hallway?

-Have you learned about making realistic terrain via displacements? If not, check em out in the HL2 tutorials section. They can be used to make more realistic grass.

-Why not add a glow or some lighting coming from the teleporters themselves? It could be an interesting way to light the rooms.

-I think it would be a good idea to get away from right angles. Right now everything very square and basic, but the Source engine can handle more curves, and more detail in general. I know this is your first map, but for you next one, think about an idea or an area that would be visually more interesting and a bit more of a challenge to map.

-If you have technical questions, check the editing forum. If you have questions about how to do something, check the tutorials section, and if you have any quick specific questions you can PM me if you want or just do a little research on your own.

Other than that, welcome to SnarkPit!