This is an nice,large aim map for lot of people ,who likes large aim maps.
~~> Unlimited Mapper <~~
# Map by Plastik!!!
# 34 spawns.
# This is an aim map in a desert style.It has an great looks an it is very big for
an aim map.MAX 34 people can play on this map.It has lot of places to hide and seek.
# Please download and rate my map.
# Vist us: Mapping is reallife!
Ty I hope I see this map soon on a server.But thx a lot for your feedback.==> Unlimited Mapper is a community with one fpsbanan account this map is made by Plastik ... we have 24 mapper in the team. PS:New version aim_bridge_2_fix
Pros: It is a good looking map... But. You got 2 many grates try change them with some other props.
If you look the picture you uploadet number 3. You can see that the top on 2 of the grates isnt placed correct.
Improvements: Add some other props and delete some of the grates. I know its a aim map, so just add some big stuff. Also some better water.
HDR may look good in this map, try add it.
Notes: The rocks and your mountain does'nt have same look, if it was my map i would (mabey, if it looks good) change the rocks texture to the same as the mountains.
Hope this can help u. GL mapping.
Pros: Very realistic-looking displacements apart from the fact that you've got light overlap (Lost mentioned this). I enjoy the map's layout and design and look forward to playing it in servers soon.
Cons: Your water is a little ugly and could frankly gives off a swamp-like feeling when paired with those dead trees. I suggest using water_canals03 for this scenario, as it is clear when very thin and looks great in the desert environment that you have here.
Improvements: Change the water texture, sew your displacements, perhaps some cubemaps and HDR lighting, otherwise very nice.
Notes: Good luck mapping. Hopefully I can see a second version soon!
The displacements need to be cleaned up a bit as you have light leaks happening in several places due to overlapping rather than sewing them together.
When using displacements it's important to remember to use only the nodraw tools texture behind them and not the skybox tools texture since there is no need for light to be emitted behind a displacement surface.