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Discussion in Mapping Discussion started by Foxi, May 3, 2009

  1. Apr 9, 2009
    Alrighty. This is my first map, so it's not going to have perfection, however the design of it hopes to be. The map is somewhat small, however there's spots within this small area. It's broken into two areas; an underground office and an above area "warehouse" of sorts. The map doesn't have what the "fun" maps have, like cannons and wacky soda machines, because this map is not designed to be fun for three hours and then one of the maps people say "DONT PRESS 1/2", because people are attracted to it too easily, but . The map is designed to be a zombie mod map, one where you work as a group to kill the humans and to survive. The map can support 64 players, and is geared toward a more filled server, as one person can not hold most areas. I ran a test with this on my pc, the server got a lot of people pretty quickly (imo) and no rtvs or "CHANGE MAP PLZ I CANT STAND THIS", additionally Peter, Sig, Whitey and a few friends also liked the map.

    Without further delay...


    FPS: Great (100s)
    Size: Small
    Player support: 64

    I'll accept any criticism, except for my stairs. Whitey stfu about the fucking stairs! :shutmouth: Cheers.
  2. Mar 26, 2009
    I'll just come right out and say it: The map is terrible.

    I give you some credit for not having the map fullbright since it's your first map, but everything else about it is terrible. The brushwork is bad, the entity work is bad and the map is pretty much an open boxed in area with few if no places to barricade or hide. It also looks like the map is leaked because there are no light bounces (black splotches of darkness under the stairs.)

    I've been mapping for over a decade so if you need help on knowing the rights and wrongs of mapping, I can show you.
  3. May 24, 2008
    you wouldn't have liked megabox :razz:inch:
  4. Jan 10, 2009

  5. Apr 9, 2009
    It's darkness under the stairs, no? And there's a second btw. Thanks for the criticism and I'd enjoy some help. I mostly learned from playing around and online tuts, but yeah.

    Btw, what's wrong with the entities? You talking about lighting? Because I didn't really feel like fussing with that too much until I had some good bssics down.
  6. Mar 26, 2009
    After decompiling your map (and using a fire extinguisher to put the flames out in my eyes) I found you had two light_environments. First, you only need one light_environment per level, adding more than one can result in strange and inexplicable compile errors. Second, the other light_environment was outside the world which was causing the leak and the lighting to fail.
  7. Apr 9, 2009

    The one in the skybox? A tutorial said to add one in the 3d skybox so the lighting would look more realistic. <_<

    Anyways, I'm trying a normal CSS map, which seems to be better whilst incorporating your criticisms, hopefully that will go better.

    Other than the "openess" of the map, can you point out any other fallacies? Preferably with methods of fixing them.
  8. Mar 16, 2008
    I downloaded the map and played it when you first posted it. Just got lazy and didn't feel like replying.
    The map is decent for a first map but there are alot of problems. Little to no textures. Alot of clipping errors. Too much open space. Doors are like 8 people wide. some places go no where and the rooms that are big have nothing to cade with while the small rooms have random models thrown in(the book case not against the wall). With all my negative points, ill give you alot of credit. The map is original and has alot of good points. Starts in a courtyard which breaks off. The illegal spots were blocked out. You did alot of the lighting correctly. I would personally add street lights to the map to create more of a night feel then just blackness. Its up to you on what you wish to do with it though. Don't give up
  9. Mar 26, 2009
    Learn how to make stairs properly. If you open your map with GLView, you will see that the map has hundreds of visleafs from the stairs hacking them up. Other parts of the map are also causing visleaf cutting where they don't need to be.