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ttt_canticargo (BETA stage)
#11
As with Sir Muffin's map I will happily do a live walk through of what is good and what is wrong and I ask that you understand all my criticism is trying to be constructive.



textures:

[Image: 1024x576.resizedimage]

[Image: 1024x576.resizedimage]

this is only one example but most of your textures clip or don't line up causing it to look hastily done. you can help align textures up by setting them to follow the world grid instead of the geometry they are on.

decals:

[Image: 1024x576.resizedimage]

most of your decals you have placed work well and help break up the plain textures but you have a few instances where they are poorly placed and clip like this. ways to get around it are to try and resize the decal or use a different smaller one.

geometry (minor):

[Image: 1024x576.resizedimage]

With this ramp it defies physics and looks like it is floating, putting a crate of some sort of wooden support will make it look better. Also if you made the top part actually sit on the container instead of clipping into it.

[Image: 1024x576.resizedimage]

The textures of this building on the outside are actually alright except for the bottom part, you can fix that by A) painting the side faces of the floor the same texture as the walls or B) re adjusting the structure so the walls surround the floor. Also, the walls look unnaturally thin making it look flimsy

[Image: 1024x576.resizedimage]

This building has the exact opposite problem the thin one had in comparison to it's size and look the walls are way too thick.

[Image: 1024x576.resizedimage]

From what I can tell these bits of geometry are supposed to be street lights on the walls? if so they are different sizes and are inconsistent, I would suggest using one of the many light models hl2/CS:S offer to replace them and have your light entities emit from them.

Geometry (Major):

[Image: 1024x576.resizedimage]

[Image: 1024x576.resizedimage]

This is one of many spots where brush placement is incredibly bad, not only will it make compiling your map 10x slower but it will increase the lag on it even worse, aligning your brushes to the grid will generally avoid this problem making it far more optimized and it will automatically look nicer too. This is seen as one of the biggest mistakes a mapper can do as it can make it incredibly easy to make leaks in your map and makes it a nightmare to optimize for efficiency.

Overall:

[Image: 1024x576.resizedimage]

this image contains roughly 70% of your map in it, it is largeish but it is open and fairly barren which is not good for TTT, there are no nooks and crannies for traitors to hide and innocents can be shot from almost anywhere, in it's current state I would have to deny adding it to the server as it would not be fun to play, to help you improve on aspects of it I would like to recommend you watch some tutorial videos from this youtuber here: https://www.youtube.com/playlist?list=PLfwtcDG7LpxF7-uH_P9La76dgCMC_lfk3 he is an experienced mapper and his tutorials are quite informative.

*edit*
Here is his actual site cataloging them properly http://3kliksphilip.com/tutorials/sdk.html






http://www.youtube.com/watch?v=WibmcsEGLKo<br />A wake up call<br /><br />Always forgive your enemies - nothing annoys them so much. - Oscar Wilde
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#12
I used to do these things as well, best is to learn from the mistakes you made. I fully agree with Talmera about 3klikphilip he's the most fucking helpful piece of shit out there! xD
(these might help with level design)
https://www.youtube.com/watch?v=cmUcRKu5kBw
https://www.youtube.com/watch?v=my5_owL96d4
[img width=500 height=135]http://i.imgur.com/ybXMzBU.jpg[/img]
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#13
Thanks for the support guys! The reason for the glitchy spots (door, lower building) was that I learned off of this map; many changes went into this map, and many more (I've even decided to ditch the whole night thing and go brighter)

As for the tutorials, I've seen a lot of them and I think the reason some parts of the map are so choppy (door, lower building again) is that I never took the time to repair these parts of the map due to adding more. As for being barren, I 100% agree. This was one of the things I overlooked in my haste to fix some of the most major issues.

Furthermore I'd like to finish off that you guys really have inspired me to keep working on the map and upgrading it to its fullest potential.  Smile
[img width=327 height=200]http://cdn.smosh.com/sites/default/files/ftpuploads/bloguploads/0813/funny-wasted-gifs-dog-jump.gif[/img]
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