[map] de_wetworx

[map] de_wetworx

Re: [map] de_wetworx Posted by G4MER on Fri Jan 14th 2011 at 4:25am
G4MER
2460 posts
Posted 2011-01-14 4:25am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
This is a a discussion topic for the map "de_wetworx" by Muhnay which can be found here

Map description:

de_wetworx, started out as a map with no name. A Counterstrike community I belong too, help me name it after a little discussion. The map started as a central room, and it just grew from there. This is one of my projects that just spoke to me and told me how to expand and finish the brush work. My Wife made some new custom models that I used in this map... as always Waldo is hidden in the map. The idea after it was finished was a facility where they experiment on prisoners, maybe to make super soldiers or some such endeavor... well the inmates have broken free and want to blow it up so they can not be experimented on ever again.

There is also one other secret in the map, and the easter egg gives a clue as to where.

This map only took about a week to build, a little longer for the models.. hope you enjoy it!

Map screenshots:
Loading embedded content: Map #3386
Re: [map] de_wetworx Posted by Le Chief on Fri Jan 14th 2011 at 12:33pm
Le Chief
2605 posts
Posted 2011-01-14 12:33pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Is this finished?

The spaces in the 2nd, 3rd and 4th screenshot look pretty bare and the lighting is very white and dull.

The layout screenshot is pretty low res so it's hard to see the layout.
Aaron's Stuff
Re: [map] de_wetworx Posted by Le Chief on Fri Jan 14th 2011 at 1:11pm
Le Chief
2605 posts
Posted 2011-01-14 1:11pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Right well I gave this a bit of a play.

To me this map looks incomplete. Assuming this is finished, visually the whole level is quite bare and dull. I don't really recall seeing any non white lights and the geometry is very gray and blocky.

I think if I were you and wanted to improve this level, I would stop and try and define the facility I was making and what it should like. Then further define areas of interest in the map and how they could look visually appealing. And then work towards that defined look.

I thought you had a working layout though so that's good but please be sure to put more effort into ambient sound because it's something I pay attention to.

And I didnt find Waldo! I'll have to look again. :)
Aaron's Stuff
Re: [map] de_wetworx Posted by Orpheus on Fri Jan 14th 2011 at 1:17pm
Orpheus
13860 posts
Posted 2011-01-14 1:17pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
aaron_da_killa said:
Is this finished?

The layout screenshot is pretty low res so it's hard to see the layout.
Don't start. He is trying. :p

BTW this was not an insult. I also would prefer a bigger pic. Something akin to 1024x768 or the equivalent widescreen screen. @ 120k or so.

The best things in life, aren't things.
Re: [map] de_wetworx Posted by G4MER on Fri Jan 14th 2011 at 2:08pm
G4MER
2460 posts
Posted 2011-01-14 2:08pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I don't subscribe to the same format as you Aaron, not every inch of every space needs to be covered. Most Counterstrike servers I have played on, the people would be happy with orange walls and no props or sounds. They are too busy killing one another to care what the area is filled with or looks like. There are those that do like some aesthetics. I also don't subscribe to the idea that there have to be curves or interesting lines just for the sake of eye candy. Most places I looked at online where just that blocky and boxy. there was not a nice curve or some other thing of interest just to have it.. so if I feel there is no reason for something in a spot I did not just add it because you think its boxy.

I put sounds where there should be sound and that is all. None of the shots are low res, they were shrunk to keep Orph from having a vein pop in his neck. The layout screen is just an idea of whats in the map anyways.

As you said I was more worried about layout and game play, and that I feel is done, Oh and there are red and blue lights in the bomb sites. Oh and orange/blue light in two other rooms.. Also note this map was put together in a week.. Regardless of your feeling of it, I like it and have called it done.

But thanks for your opinion and comments.

EDIT: Look at the classic Counterstrike maps, they are wide open spaces... Dust as an example, open space, with random crates here or there, maybe a barrel to get in the way.. but all in all wide open blocky space. Dust two more of the same.. these are the most played maps in Counterstrike. If you look at most maps for Counterstrike, mine fits the mold rather well.