Scouts Map

CADMonkey

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I recently finished a map set in an outdoor arena, with only scouts and knives for weapons.

Although this version is technically finished, I'd like feedback on improvements, additions, ideas, anything.

This is my first source map so it's nothing too special, just to basically learn Hammer and the way the engine works, so please be nice.

Some screenshots;

http://img.photobucket.com/albums/v651/cadmonkey/cad_scouts0004.jpg
http://img.photobucket.com/albums/v651/cadmonkey/cad_scouts0003.jpg
http://img.photobucket.com/albums/v651/cadmonkey/cad_scouts0002.jpg
http://img.photobucket.com/albums/v651/cadmonkey/cad_scouts0001.jpg
http://img.photobucket.com/albums/v651/cadmonkey/cad_scouts0000.jpg

Get it from either;

http://banana.nu/?section=viewitem.maps.map.main.4702

or

http://csm2.net/view_map.php?map_id=1171&PHPSESSID=e4e8e819324bf33df30b50eb4d80c86a

I'd appreciate constructive criticism. If you think it's crap, please tell me why
 
Three things;
1. The terrain. Make it displacementmapped. It looks like shit (And plays like a Hl1 map) right now just because of that simple fact. The rest of your layout is nice.
2. The light. It's dull. The map would look much better in broad daylight, with destinct shadows to go along with it.
3. From the looks of it, the spawns are open to eachother. This is bad because a lot of server admins are retarded and can't set freezetime to -1, meaning people will get spawnkilled back and forth.

Oh, actually, a 4th point; more objects. One type of box and one size doesn't cut it, at least not with Source.

Is this your first map? Because it's not really that good gameplaywise either.

(Note: If someone as much as mentions my map and tells me I "shouldn't comment other's maps", I'll ****ing slit your - Message ends)

Regards
Dead-Inside
 
Its not that bad, but work on the points Dead-Inside specified.
 
is this intended as an fy-style map? If so, it looks great. :)

I agree that some displacements would help things. You could use a 'blend' texture and alpha and give the ground some variation. Also, the lighting is pretty dim, ff nothing else you should try upping ambient level in your light_environment.
The objects are fine very fy, but some more variation in size and configuration might be good. maybe rotate some of them so it feels less square, and stack a couple on each other.

If the spawns are line-of-sight, that's generally not good. I hate gettin spawnkilled.

Maybe you could have somethign in the back, that you can climb up on?

Just some thoughts. I'll try it out if I got time. [edit: I gues I got time. ha]
 
Well, I think you could vary the props and cover some. There is at least one box that is above the ground by a unit or so.
There is one place I got a bit stuck, between a box and the fence. A clip brush to fill spots like that is a nice touch.
The lighting is a bit dark. Not as dark as it looks in the screenies but still dark.
There was at least one small tree/bush whatever... that had a fade distance of about 20 feet.
You could use a game_equip thingy, instead of having the guns (and knives... Wow, I've never seen a game model of a knife, wierd) on the ground.
I see some boxes are rotated. Scratch that. Maybe you could have one or two you could climb on? Meh.
Hard to tell without trying it, but seems like it would play prett well. Nice first map, mate. :thumbs:
 
If you crouch as soon as you spawn, there is less chance of being spawnkilled because I purposely added all the spawn behind the metal fence (the fences actually seem to add some protection from getting shot from a distance). I agree getting spawnkilled sucks, and there's nothing worse.

I agree, looking at it now, the layout does look a bit 1.6. I'll play around with the terrain and see how it looks.

More variety on the boxes.I might add some boxes you can climb up on to get a better view.

I really wanted to create an aim map where it's hard for people to rush. Most people don't realise the idea of an aim map is to work on your aim, hence the name.
 
Yeah, no problem with the layout or gameplay style, myself.
I get the fence. Fences seem to block about 70-80% of gun damage, so that might be fine.

It occurs that there are no sounds. You could try some subtle sound effects, maybe.
 
CADMonkey said:
If you crouch as soon as you spawn, there is less chance of being spawnkilled because I purposely added all the spawn behind the metal fence (the fences actually seem to add some protection from getting shot from a distance). I agree getting spawnkilled sucks, and there's nothing worse.

I agree, looking at it now, the layout does look a bit 1.6. I'll play around with the terrain and see how it looks.

More variety on the boxes.I might add some boxes you can climb up on to get a better view.

I really wanted to create an aim map where it's hard for people to rush. Most people don't realise the idea of an aim map is to work on your aim, hence the name.


How about an aimmap that kills everyone after X of the round has gone? That way people can camp for the set time and then they die, or they can take their chances and try to kill the opponent.

Anyway, displacementmaps should be your first priority.
http://www.valve-erc.com/srcsdk/Levels/displacements.html
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=112
http://forum.interlopers.net/viewtopic.php?t=1838 <-- May not be relevant to this perticular case, still good tut.
http://forum.interlopers.net/viewtopic.php?t=1768

Edit: If you're aware of the problem, why do you let spawnkilling be an element of your map? Place enough boxes or other obsticles so that there isn't a clear shot from one spawn to another, ever. Make them, at least, take two steps to the side until they see an opponent and voila, problem solved.
 
Dead-Inside said:
Edit: If you're aware of the problem, why do you let spawnkilling be an element of your map? Place enough boxes or other obsticles so that there isn't a clear shot from one spawn to another, ever. Make them, at least, take two steps to the side until they see an opponent and voila, problem solved.

The idea of the map is to snipe from the spawns.

Thanks. Useful links.
 
its been done....many, many times before. A flat scout and knife only map with a few objects and thats about it.

my advice is to not displace it and not make it varied. That is, if you want it to catch on or anything. The type of Counter Strike players that play on custom maps hate meticulous and richly detailed levels. In fact, replace all your textures with "dev" textures (the orange and grey grids) and you'll have an instant classic that the 13 year olds will love.
 
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