de_unknownloc FINAL

de_unknownloc FINAL

Re: de_unknownloc FINAL Posted by Toc on Sun Jul 1st 2007 at 7:50pm
Toc
3 posts
Posted 2007-07-01 7:50pm
Toc
member
3 posts 10 snarkmarks Registered: Jul 13th 2006
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.

HDR: Yes
Bots: Yes

Map:

[url]http://jinker.org/cs/de_unknownloc_FINAL.zip [/url]

Small Movie:
http://www.youtube.com/watch?v=I2hl9v_J3YA

(Admin action: fixed hyperlinks)
Re: de_unknownloc FINAL Posted by reaper47 on Sun Jul 1st 2007 at 9:11pm
reaper47
2827 posts
Posted 2007-07-01 9:11pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
OK, right forum, now :smile:

Looks good. I haven't CSS installed, but I see some solid mapping. Maybe a bit empty at places.
Why snark works.
Re: de_unknownloc FINAL Posted by Gwil on Tue Jul 3rd 2007 at 2:46pm
Gwil
2864 posts
Posted 2007-07-03 2:46pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: 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
Cash Car Star
1260 posts
Posted 2007-07-03 6:46pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
...You're really naming it that?