Editing and Customization > Community Releases
ge_warehouse
Jeron [SharpSh00tah]:
Hey,
With the first image (top-left) why do you have the hand rails there? There is no point since they are not protecting you from falling. I would add yellow border stripe decals, instead of the hand rails indicating the storage area apart from walking space.
Secondly, the bloom is very high overall.
Other than that (from what I see), Not bad. Maybe a little over use of the black cables? I would change the size of the cables to "0.5"
Zippy:
Warehouse: Version 2
Changes:[*]No more overly bright HDR
[*]Removed a few props to give more running room.
[*]Added more weapon and ammo spots.
[*]The walls in the bathroom have better looking textures.
[*]Immense optimization added
[*]The map is no longer a bunch of func_details enclosed in a hollow brush.
[*]There should be absolutely 0 leaks now.
[*]Many Hint & Skip brushes were placed so unseen rooms don't get rendered like before.
[*]Seriously, use "mat_wireframe 1" - You will see the improvement
[/list]
[*]Removed the loud annoying engine sound near one of the trucks.
[*]Reduced the filesize a bit.
[/list]
Mirror 1
Mirror 2
Mirror 3
Mirror 4
I know this map isn't 100% fixed according to GE:S standards, but I'm gonna focus on ge_tunnel now. I'm 4% finished with that map and it's already better than warehouse_v2.
CCsaint10:
Awesome job zippy. I will check it out later and tell you how it goes. Thanks for making a version 2. :P
namajnaG:
I didn't even tried it yet, I've been following the thread ever since it was created but never took a look at it in-game.
I'll try it out soon.
JcFerggy:
I did a quick test through, and here are my thoughts.
1. Fan noise is overpowering in level. No noise from it is required.
2. Locker room should not have a dividing wall. Instead have a post, and have it be able to loop around.
3. No real way of telling what doors work and what don't. Use a broken sign or a do-not-enter spray.
4. The back room with the rock wall lacks flow and feels un-necessary.
5. Glass in the room with the sideways latter, broken console, and the number 4 should break easier to increase flow.
6. Lighting through out is too bland, making it hard to distinguish areas from each other.
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