First map release.

K

kakemonster

Guest
I had this map finished for a while now, but havent been able to publish it cause my ISP has ben F**** up my upload, but now it works, so now its being published. I would appreciate any feedback in this post on where i went wrong, what ive done good etc. Keep in mind that this is my first map.

Im also working on a v2, wich will be a addon to the existing map, tho with more of a combine feel to it. v1 is a mix of human/combine tech/feel.

You can check the map out at http://home.halden.net/dotcom/hl2dm/dm_combine_stronghold_v1.rar
 
Not bad for a first map, but it definately needed some polish. Always try to do something to break up the boxy rooms, especially when the walls are natural terrain. I liked the displacement on the ceiling but you seemed to have some brushes clipping each other up there.

The beams that lit up the room thru the hole looked rather out of place to be honest, give them a reason to be there. Also the sprite or whatever you used for the beam is square and wierd looking.

Another thing that really stood out is the poor connectivity. For example the catwalks in the central room have only one way to get to them (the ladder) which invites camping up there. Maybe that was your goal, but it could be presented a little better. For deathmatch maps, it is generally a good idea to have 2-3 routes to and from any location on the map.

All in all it isn't bad for a first map, but at the same time it's pretty obvious that that is what it is. You definately show some creativity with your settings but overall it needs more polish.
 
i liked the rocket launcher spot alot, and i added some screenshots for ya.

http://img.photobucket.com/albums/v123/COALslaw/dm_combine_stronghold_v10000.jpg
http://img.photobucket.com/albums/v123/COALslaw/dm_combine_stronghold_v10001.jpg
http://img.photobucket.com/albums/v123/COALslaw/dm_combine_stronghold_v10002.jpg
http://img.photobucket.com/albums/v123/COALslaw/dm_combine_stronghold_v10003.jpg

heh low detail 800x600 muahah

by the way in the last one its supposed to be pitch dark but i turned on mat_fullbright so people could see the place :dozey:
 
COALslaw said:
bythe way in the last one its supposed to be pitch dark but i turned on mat_fullbright so people could see the place :dozey:
Heh, I was just going to comment on the poor lighting of the vent :)

From Coal's shots of the map, it looks quite good for a first map. The only things that really catch me as a bit odd are the spiky displacement maps, and the very repetitive texturing on the floors. Other than that, I'd say it's a job very well done, and I'd play it if I weren't spending my time working on my own map.
 
Throwing a lot of stuff into one map and label it something doesn't automatically mean a good map. Like JFry said, you need creativity with your settings. Try to think about why stuff is there, and if it makes sense. If it doesn't, either drop it or make it do.

Though I have to say that some areas are well put together (Technically, not asteticaly [sp?]).
 
Ok, thanks for all input. Im gonna do some serious changes to the map, and also add some more space to it, so im working on a V2 now as i mentioned in the first post. As for where the rocket (rpg) is hidden, when did ppl put lights in venting ducts?? (If thats whats it called)
 
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