OK, here it is. The final version of de_unknownloc
The nav mesh is pretty good, I spent a lot of time on it and have become a minor expert on nav mesh editing. HDR looks pretty good, worked out well.
Still not insanely detailed, but good looking. Play tested like mad with a buddy that always gives me suggestions. It's a fun ass map.
2864 posts315 snarkmarksRegistered:
Oct 13th 2001
Occupation: StudentLocation: Derbyshire, UK
A few things I felt could be improved upon:
Stairs from T Spawn to building were too chunky - also looked a little out of place. Perhaps one small staircase either side would be better.
The rooftop is far too open. With an AWP enabled server it would turn into a railgun fest. By my estimations it's possible to hit people from CT spawn who are attempting to get onto the roof - also this could cause issues with rendering. I had jumps between 60fps and 30fps (which is low anyway for my system) - the openness and number of props causes lag.
Bombsite B is easily rushed and defended by the terrorists - overall the map feels a little too small, and bombsite A really has only one practical route to attack it from a defusers point of view (the narrow stairwell)
It's not a bad start - the routes seem to be simplistic but balanced and offer choices - even if some of them are slightly redundant. I think on a smaller player load (I chose 4v4) it works ok - larger servers it would be a bloodbath with hardly any planting. Both sides could have started further back, and the main building could be larger with perhaps an underground route - or, work in some vertical gameplay - the roof was just too open, almost felt like an afterthought.
I liked the map and recognise you have potential to go further - there weren't any errors as such in the build quality, too. A good start which is hindered by its size and lack of polish and refinement in the chunky brushwork.
Re: de_unknownloc FINAL
Posted by Cash Car Star on
Tue Jul 3rd 2007 at 6:46pm