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Author Topic: [Map Release] [Deathmatch] Central  (Read 9521 times)

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Criasus

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[Map Release] [Deathmatch] Central
« on: March 06, 2016, 10:55:05 pm »

A small deathmatch map located inside a building. Includes bot support and cubemaps.

Screenshots: http://imgur.com/a/TW5lb (I'm having some trouble adding them here, unless Preview is just messing with me)

First release: https://www.mediafire.com/?gg54nhgqgow7k87

If they're any suggestions to fix or update this map, please add them below.

 ;)

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JcFerggy

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Re: [Map Release] [Deathmatch] Central
« Reply #1 on: March 07, 2016, 06:25:50 pm »

Not a bad map, but I do have some ideas on how you can improve it. First off, the boxes you have placed are physic props, and not static ones, so I can push and move them around. Not the biggest of issues, but I did get glitched between one and a wall, resulting in me being thrown against the wall and dying.

I also feel like the textures could be changed away from the Half-Life 2 ones to something that was higher in resolution. The biggest texture issue I have is with the glass railings, as it was hard to even notice them right away. Changing them to a standard handrail would help with that.

Also, with the map being very monotone in its texture use, I wound up getting turned around on what side was what. Maybe make one side visually distinct from the other so you can gauge where you are at a quick glance. The only other suggestion would be to add some more lights around the map, as the center area is dimly lit.

It seems like a neat map for a 1-1 or 2-2 type match, keep up the good work!
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Torn

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Re: [Map Release] [Deathmatch] Central
« Reply #2 on: March 07, 2016, 06:47:13 pm »

There are a few GoldenEye: Source barrel models available that could replace the brush-based barrels that are currently present, along with the crates as well. The Half-Life 2 assets are really showing their age nowadays, but a bit more colour and variety will go a long way.

Also make sure to include all the weapon spawns, it appears that the map is missing weapon spawns 2,3,5 and 7 (in Hammer they are actually 1 number behind the in-game assigned numbers, so you need 1,2,4 and 6 within Hammer). This will be problematic for a lot of the weapon sets if you're missing half of the available weapons.

The map definitely has some promise, good stuff! Have you done any mapping previously for other games?
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Criasus

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Re: [Map Release] [Deathmatch] Central
« Reply #3 on: March 09, 2016, 12:21:44 am »

Before I start replying, I would very much thank kraid for helping me out with the map issues (Great remake you've made! Hopefully it can be published at this thread  ;D), and pointing me out some errors and mistakes that I've made. Since I don't have much experience with some advanced Hammer features, the map is quite unpolished, after what I saw from him.

The map definitely has some promise, good stuff! Have you done any mapping previously for other games?

I'm more of a coder guy, but I already did some mapping in TF2C and HL2:DM.

There are a few GoldenEye: Source barrel models available that could replace the brush-based barrels that are currently present, along with the crates as well. The Half-Life 2 assets are really showing their age nowadays, but a bit more colour and variety will go a long way.

Also make sure to include all the weapon spawns, it appears that the map is missing weapon spawns 2,3,5 and 7 (in Hammer they are actually 1 number behind the in-game assigned numbers, so you need 1,2,4 and 6 within Hammer). This will be problematic for a lot of the weapon sets if you're missing half of the available weapons.

I didn't know about the barrel and crates models! I did a quick search on Hammer before, but I didn't find anything (maybe I just searched on the wrong directory). Are missing weapon spawns a very big flaw? I've tested before with all of them, but for some reason, 0 & 1 were the same weapons (the same goes with 2 & 3, 4 & 5, and 6 & 7), but that could be just because of a smaller weapon set.

Not a bad map, but I do have some ideas on how you can improve it. First off, the boxes you have placed are physic props, and not static ones, so I can push and move them around. Not the biggest of issues, but I did get glitched between one and a wall, resulting in me being thrown against the wall and dying.

I also feel like the textures could be changed away from the Half-Life 2 ones to something that was higher in resolution. The biggest texture issue I have is with the glass railings, as it was hard to even notice them right away. Changing them to a standard handrail would help with that.

Also, with the map being very monotone in its texture use, I wound up getting turned around on what side was what. Maybe make one side visually distinct from the other so you can gauge where you are at a quick glance. The only other suggestion would be to add some more lights around the map, as the center area is dimly lit.

It seems like a neat map for a 1-1 or 2-2 type match, keep up the good work!

I've added the physics props as a novelty, since I rarely see them being used in a map (and that could be because of the glitches that you've related). I didn't have any other textures to use, so those HL2 ones kept as a temporary solution.

I also tested this map in TF2C (scaled up a little bit, since the players are quite bigger), and it seems like that 2-8 players is the ideal for it (since the weapons for that game are completely different, it was a huge carnage).
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JcFerggy

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Re: [Map Release] [Deathmatch] Central
« Reply #4 on: March 09, 2016, 01:34:05 am »

I didn't have any other textures to use, so those HL2 ones kept as a temporary solution.

You could have used any of the textures already in the mod. I'm sure you can find a nice looking wall texture from Facility or Archives.

Are missing weapon spawns a very big flaw? I've tested before with all of them, but for some reason, 0 & 1 were the same weapons (the same goes with 2 & 3, 4 & 5, and 6 & 7), but that could be just because of a smaller weapon set.

You likely had a set with a low variety, Pistols Classic for example only has 3 different guns. With some weapon sets, you could likely get away with half of the spawns, but others use all 8 slots, so you would be missing out on some potentially fan-favorite weapons. I would add all 8 weapons just for consistency sake.
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