ef_plant

ef_plant

Re: ef_plant Posted by PCPro32 on Fri Mar 18th 2005 at 3:51pm
PCPro32
6 posts
Posted 2005-03-18 3:51pm
PCPro32
member
6 posts 20 snarkmarks Registered: Mar 16th 2005
<DIV>This has been posted as an attempt to get more people to know about my first map.</DIV>
<DIV>Although it is my first ma it is by no means a bad map and I have seen worse before now.(in my opinion, obviously). If you want to see the 2 screens i have uploaded so far then go to ef_plants page.</DIV>
<DIV>.</DIV>
<DIV></DIV>
<DIV>The screens make the map seem dark but the map isn't as dark as the screens make out and only the basement and the CTspawn are a bit dark. the rest of the map is well lit.'</DIV>
<DIV>.</DIV>
<DIV>Oh. and if you have a negative comment then please post it because it will help me to see what people dont like about my map.</DIV>
<DIV>.</DIV>
<DIV></DIV>
<DIV>P.S. also see my other map in progress 'ef_garageassault' (Note: not a cs_assault remake). I would have done a seperate post but it is so unfinished it would have probably have been removed. lol :smile: </DIV>
Re: ef_plant Posted by thursday- on Fri Mar 18th 2005 at 4:39pm
thursday-
235 posts
Posted 2005-03-18 4:39pm
235 posts 92 snarkmarks Registered: Oct 26th 2003 Occupation: A-Level Student Location: England
<div>Although it is my first ma it is by no means a bad map
</div> I beg to differ, especially if you look at the quality of some of the other maps on here.

Edit: I'm in a rather bad mood and while in that you will probably get
the most helpful and harshest critic off me, and most people on the
forums.

It may not be bad compared to killboxes but as far as more
serious half-ass attempts go this is not a good attempt. Basic
architechture, no real attempt to add some originality to your map and
the choice and variation of the usage of textures let the map down.
Now, it's your lucky day I'm in a bad mood because I am going to critic
pieces individually.

Floors: Flat, boring, bland. Put some variation in such as path ways,
different height variations and ramps can help. The outside area for
example could be made in to an outer grounds with some displacement
maps.

Walls: Again flat and boring with little variation in texture. Add
things such as grooves and curves. Look at your own house and the
houses around you just as a small example of exteriors to buildings,
and inside your own house for such interior room shapes.

Ceilings: Don't get to see one but I'm sure as hell guessing it's flat
from your current screenshots. Add things such as texture variation,
skylights, fans (which judging from the lighting hitting the floor you
have already added in) and various different grooves and possibly even
some struts or trusses.

Lighting: Quite simply too boring and dark. Just look to modern real
day examples and other maps, depending on what sort of a mapper you are
depends to your style. I generally go for harsh contrasting lighting,
others prefer blander and lighter tones.

Also I know my grammar is extremely poor, rant with some constructive criticism over. Flame me if you must :smile:
Re: ef_plant Posted by PCPro32 on Fri Mar 18th 2005 at 6:25pm
PCPro32
6 posts
Posted 2005-03-18 6:25pm
PCPro32
member
6 posts 20 snarkmarks Registered: Mar 16th 2005
<DIV>
<DIV>Wow Thaldarin. I wasnt expecting to get such a precise review of the map so quickly.</DIV>
<DIV>.</DIV>
<DIV>OK. lets get started...</DIV>
<DIV>.</DIV>
<DIV>The map may not be much compared to some of the top notch maps you get on the snarkpit but it is my first so that is to be expected. As for the killboxes map I havent seen it myself but after it being referred to as worse than these screens make mine look I don't want to.</DIV>
<DIV>.</DIV>
<DIV>Floors: Your perfectly right. The floors on my map are mostly flat (except for the stairs and slopes between floors). I have just today learned how to do displacement maps and because of your review I will be turning the CT spawn point (the outside area) into an outside grounds and increasing its size slightly.</DIV>
<DIV>.</DIV>
<DIV>Walls: 'Again flat and boring with little variation in texture'. yup, that about sums them up at the moment. I already have plans to make them more interesting. The reson they are flatat the mmoment is because I didn't see the point in making them anything special before I had played the map with bots to see if moving any areas of the map around could increase gameplay enjoyment.</DIV>
<DIV>.</DIV>
<DIV>Ceilings: Once again your right. The ceilings are flat... but arent ceiling supposed to be flat? The ceilings do have light fittings, skylights and ventelation fans already tho. This does help to make them more interesting.</DIV>
<DIV>.</DIV>
<DIV>Lighting: And once again. your right. But as mentioned in the descriptionof the map the screens make the two dark area's of the map seem darker than it really is (i dont kno how that works but they do). And as for contrasting lights. One floor of the map is quite dark and the other is well lit with some pretty cool looking lighting effects.</DIV>
<DIV>.</DIV>
<DIV>And as for your comment about your grammer I didn't really notice any specific mistakes but in case you didn't notice... In the quote you used of my previous post I mis-spelled map, instead writing 'ma', this is probably because I didn't push the 'P' key down hard enough and I don't read things back after I write them to check for mistakes.</DIV></DIV>