Egozoogo's new map De_Asstech

Egozoogo's new map De_Asstech

Re: Egozoogo's new map De_Asstech Posted by Orpheus on Wed Sep 10th 2003 at 2:16am
Orpheus
13860 posts
Posted 2003-09-10 2:16am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
[color=red]The Obligatory warning message:[size=16] This is NOT a review, it is to be considered opinion only, and as such totally dis-regarded if it is contrary to the authors intended results.. anything in this critique can be ignored with no ill will or hard feelings incurred..[/color][/size]

1st off, i would like to ask a few of my fellow snarkpitters to have a look at this map as well, since i do not play this mod, i cannot give any advice, or opinions on layout, or gameplay... this map is fairly large, and i got turned around numerous times, and i would feel much better if someone or someone's well versed in the idiosyncrasies of counterstrike could critique this map as well..

2ndly, the author is a long time associate from PFL, and this is my first chance to look at any map he has made, its just a shame that it had to be a CS one :sad:

3rdly, since i don't know anything about the mod, i will attempt to restrict my comments to architecture and construction issues when ever possible..

lastly since it will do no one any good to comment on whats right, almost all of my comments will center on what i feel needs altered, and i can only hope that this map has not been released cause with just a few tweaks, i feel this map could be improved dramatically..

now without further delay...

User posted image

as will be apparent, most of my comments will be about the generous r_speeds this map has, and a few suggestions on lowering them to acceptable levels.. as you can see from this first image, 1200+ is a bit extreme, i don't know about the CS servers, but the HLDM ones would not play very well at this level..

User posted image

from another angle, they peak in excess of 1300, and prolly higher, but since the point was made, i stopped looking in this particular region.

[size=10]User posted image


there are a few of these texture glitches scattered thruout the map, maybe if the light was bounced a couple more times, or maybe a full vis compile done, it might reduce them.. :confused:

User posted image

another of these glitches to illustrate what i mean.

User posted image

User posted image

these next two shots of the same pillar show IMO why the r_speeds are so high, these particular pillars are in the same area as the first shot above.. given the information shown, the r's could be dropped substantially by changing the top of this pillar to a func_wall.. and even tho i didn't take a screenshot, i would bet the floor looks similarly..

User posted image

this light fixture could be similarly changed to a func_wall, or even lowered one unit to break contact with the ceiling.. as well as all the lights scattered thruout this map..

User posted image

a totally different pillar, to get another perspective of the breakup of the solids.. you might notice in the background, that the cubes attached to the walls do their share of breaking up the surrounding walls as well... some experimentation with these might pay as well..

User posted image

yet another light glitch on the wall.. :confused:

User posted image

notice the ceiling broken into needless fragments again, plus.... i am unsure but it appears that a light entity has been added to boost the light levels from these light fixtures.. IMO its overkill, and ruins the effect..

User posted image


[size=10]User posted image


notice in these next shots, the r's peak, because all the information bleeding thru both sets of doors, above left and above right.. notice as well that the func_water is showing clear from the other side.. just a touch too much info.. IMO since its just liquid, the author could stretch it a few times and still get satisfactory looking water, without all those tiny blocks it makes now..

User posted image

i realize i am a dolt, but why is this open door clipped off?

User posted image

User posted image

User posted image

these next three areas are about my favorite ones.. but what ruins it for me is the flatness of the grass, and the monochromatic feel of the textures used thruout the map.. i have to wonder, did the aztec not have pigmentation to add to their construction materials.. :biggrin:

User posted image

there are an awful lot of r's for so small a screenshot.. [/size]

[/size]

all in all, with just a few architectural tweaks, i bet we could knock the r's in the ass on this one..

but IMO this map is wasted on CS, with its vertical layout, and fine connectivity, it would make one excellent HLDM map, one that i would love to frag in..

considering that my only two real complaints are the r's and the texture limitations.. this map is one hell of a first critique from this author..

i would hope that a few more releases come from this camp in the not to distant future..

excellent job Ego.. one you can really be proud of..

this map can be downloaded via this URL:

http://ejoop.com/pcgames/atlas/showlist.asp?mapid=84&formtype=2
Re: Egozoogo's new map De_Asstech Posted by G4MER on Wed Sep 10th 2003 at 2:42am
G4MER
2460 posts
Posted 2003-09-10 2:42am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
User posted image
Re: Egozoogo's new map De_Asstech Posted by Orpheus on Wed Sep 10th 2003 at 2:47am
Orpheus
13860 posts
Posted 2003-09-10 2:47am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i assume you had a purpose $hot??? :confused:

please elaborate..
Re: Egozoogo's new map De_Asstech Posted by G4MER on Wed Sep 10th 2003 at 2:48am
G4MER
2460 posts
Posted 2003-09-10 2:48am
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I play CS.. I map for CS, and I have to say this is one creative map based off the original Aztec map. Orpheus I suggest you download the original map, to help give you a better idea of why his map is textured the way it is.

As far as the picture below.. Its from the original map.. its a transitions from the original map to his.. its a very cool effect, and my favorite aspect of his map..

(SORRY.. Im trying to figure out how to type after I enter a picture.. it just send the message )

Is there a way to get a bigger message window.. this little boxs sucks..

User posted image
Re: Egozoogo's new map De_Asstech Posted by Orpheus on Wed Sep 10th 2003 at 3:16am
Orpheus
13860 posts
Posted 2003-09-10 3:16am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
  :rofl:

i have to laugh, try writing an entire critique in that little window, then bitch :biggrin:

i have gotten used to it.. doesn't bother me at all anymore..
Re: Egozoogo's new map De_Asstech Posted by Tracer Bullet on Wed Sep 10th 2003 at 5:12am
Tracer Bullet
2271 posts
Posted 2003-09-10 5:12am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Just use the bbcode "User posted image" then you can see what you are writing.
Re: Egozoogo's new map De_Asstech Posted by wckd on Thu Sep 11th 2003 at 1:19am
wckd
148 posts
Posted 2003-09-11 1:19am
wckd
member
148 posts 125 snarkmarks Registered: Aug 29th 2003
from the screens me no likey, try to spend more time on gameplay.
Re: Egozoogo's new map De_Asstech Posted by Orpheus on Thu Sep 11th 2003 at 1:33am
Orpheus
13860 posts
Posted 2003-09-11 1:33am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
wckd said:
from the screens me no likey, try to spend more time on gameplay.
at least you have short responses :rolleyes:

no time wasted here guys..

moving along..
Re: Egozoogo's new map De_Asstech Posted by Bewbies on Thu Sep 11th 2003 at 5:10am
Bewbies
413 posts
Posted 2003-09-11 5:10am
Bewbies
member
413 posts 41 snarkmarks Registered: Sep 10th 2003 Occupation: IT Dude Location: US-of-A
wckd said:
from the screens me no likey, try to spend more time on gameplay.
Wow... move over, Orph! We have a real critic on our hands! He's able to judge an entire map by a few screenshots... :azelito:
Re: Egozoogo's new map De_Asstech Posted by Gorbachev on Thu Sep 11th 2003 at 5:53am
Gorbachev
1569 posts
Posted 2003-09-11 5:53am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
he must have some awesome senses to be able to tell gameplay without playing.
Re: Egozoogo's new map De_Asstech Posted by Tailgunner on Thu Sep 11th 2003 at 6:00am
Tailgunner
17 posts
Posted 2003-09-11 6:00am
17 posts 32 snarkmarks Registered: Sep 9th 2003 Occupation: Servicetechnician Location: Sweden
he must have some awesome senses to be able to tell gameplay without playing.
 

yea.. its called ... uhm well i DONT REMEMBER!!