[map] de_d_dustovka

[map] de_d_dustovka

Re: [map] de_d_dustovka Posted by Dominio[Czech] on Fri Jul 15th 2011 at 8:00pm
Dominio[Czech]
2 posts
Posted 2011-07-15 8:00pm
2 posts 270 snarkmarks Registered: Jul 15th 2011 Occupation: Student Location: Czech Republic
This is a a discussion topic for the map "de_d_dustovka" by Dominio[Czech] which can be found here

Map description:

Hello everybody,
This is my second map. De_d_dustovka (one part) is map with cs_dust textures. The map takes place in desert.
Map has two bomb place.

Map is in *.zip archive.
(And at the and I sorry for my bad English, beacouse I am from Czech Republic)

Map screenshots:
Loading embedded content: Map #3414
Re: [map] de_d_dustovka Posted by Riven on Mon Jul 18th 2011 at 8:16am
Riven
1640 posts
Posted 2011-07-18 8:16am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I ran through the map for a little bit and thought it made an adequate 'dust' style map. But there were a few issues that caught me off-guard...

The ground is sloping which is good, but I noticed in some areas (one in particular) the sloped areas were just ramps stacked on top of ramps. It was very noticeable and I realized these could have been textured with a concrete texture and they make more sense. It didn't feel like a natural terrain to me. I would work on deforming them a bit better.

Speaking of deforming, the cliffs in one corner of the map looked a little odd. I applaud the effort to make them actually look like cliffs or rock edges stacked on one another, but I think it went a little overboard here, where rocks are sticking out like 6 meters and serving as landings (where I didn't try, but I imagine might be a way to jump out the level). I would work on making them a little more coherent instead of looking like a wall with some jagged edges sticking out of it.

And the lighting seems a little bland. I know it's a dust map, but even outside in de_dust 2, they had shadows cast by the angle of the sun. I think you should give your environment light an angle so we see more variability in the shades of lighting around the map.

Otherwise, It looked like the gameplay might have been fine even though I didn't test it with other people. It is a small map for two bomb spots. But I've never played a map this small with two bomb zones. It would be interesting to see how that worked and played out.

Thanks for submitting to the Pit! :hee:
Blog: www.playingarchitecture.net
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