[map] fy_aztecwall_b1

[map] fy_aztecwall_b1

Re: [map] fy_aztecwall_b1 Posted by floboy on Thu Jun 23rd 2011 at 4:43pm
floboy
3 posts
Posted 2011-06-23 4:43pm
floboy
member
3 posts 220 snarkmarks Registered: Dec 28th 2008 Occupation: Level Designer Location: Bucharest
This is a a discussion topic for the map "fy_aztecwall_b1" by floboy which can be found here

Map description:

Fy map inspired by de_aztec , it is my first fy map and my second CS:S map ever. Would really apreciate feedback on it.

Map screenshots:
Loading embedded content: Map #3412
Re: [map] fy_aztecwall_b1 Posted by 9centwhore on Sun Jul 17th 2011 at 1:36am
9centwhore
20 posts
Posted 2011-07-17 1:36am
20 posts 232 snarkmarks Registered: Nov 29th 2004 Occupation: International Man of Mystery Location: NZ
Here are some things I'd add/change/try out:
° The outside areas are too dark. If you're going with Aztec
s theme there's no reason you can't light up the outside the same way they did using some of those yellow lamp stands (props_c17/light_floodlight02_off.mdl)

° Add some glow (env_sprite) to the lights, you've already done the dust motes and this will complete the effect.

° Maybe lower the wall in the middle a little bit and adding steps up either side so that it's still too high to see/shoot over but creates another route, unless you're going for blood_assault's ring-around-the-rosie gameplay :hee:

° Change the soundscape for the indoor part or maybe stick with the same one but lower the volume on it. Either way it should sound like you're under cover and not still out in the downpour

Other than that, good first effort hope to see more _b
Re: [map] fy_aztecwall_b1 Posted by Riven on Mon Jul 18th 2011 at 9:29am
Riven
1640 posts
Posted 2011-07-18 9:29am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
For this being your second CS:S map ever, (and I'm deducing your overall 2nd map ever), It's not bad looking at all. Just some unbalanced aesthetics as 9centwhore pointed out.

In addition I might say this>...
I don't have a problem with Fight Yard maps but one this small leaves out the 'yard' part! It's all spawn with some connecting hallways; don't ya think they should be separated a little more with something (a yard perhaps) between them?

Over that too, I gotta say since the wall in the middle is the only thing keeping the map from being a killbox with some hallways on the side, I think it should not be possible to reach the other spawn area from yours by lobbing a grenade over the wall. I didn't play it with people but I know that's gotta be a bad omen for this map. That would get pretty old pretty quickly I'd imagine.
spawn
flash bang
dead

This map should expand just a little bit to be worth playing for any longer than 2 minutes. Other than that it looks like a nice plausible area from de_aztec, It just deserves to be made of more spaces to keep it interesting!

Keep at it! :thumbsup:
Blog: www.playingarchitecture.net
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