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> **Posted by Clener74**
> > **Posted by kepaxiansheng**
> > - Hope that more efforts, make better map!
> Huh, I still don't understand why you said this, considering you didn't say anything negative about the map.
Huh, 'cause he is my Chinese friend (with broken English).
I quite enjoyed playing your map! I decided I would write a little review on it, just cos :)
It seems like it's balanced in terms of design, but the game-play definitely gives the terrorists the upper hand. I'm not quite sure why that is, but I'm guessing it's to do with the Bombsites. They seem a little too easy to defend, simply because they're so flat and all you have to do is rotate around to mark all the different entrances. Taking dust2 as an example, when approaching Bombsite A, you can really plan an attack and surround the enemy, because the Bombsite Areas are quite large. In your map the area is quite small and the entrances are tightly packed together. It's a little hard to explain, but if you were to add some balconies where players can make aerial attacks, or windows in the walls, it would be easier to breach the Bombsite.
In term's of graphics I think you did a fantastic job in terms of overall outlook. You've got the fog, nicely made shadows and this cool effect which I noticed:
I also noticed all the ambient music and sound effects which made it more interesting to roam around your level. You've got some cool ideas with brushwork too!
I think my only concern would be that all your walls are the same height.
It looks quite bland, and also makes it a little easy to get lost in the map. I feel as if there isn't enough change in elevation too. It's quite a flat map and that means it's hard to ambush players. Think about the balcony in dust2, above CT spawn, where you can jump out at players, or the raised ground at T spawn.
Also in my opinion, I don't like the square door ways in-doors:
They kinda take away the arabic-architecture feel away as you wouldn't really get any square door ways in old arabic buildings.
One minor issue is with the light prefabs you're using:
It's nothing important, but if you look at the official lights, the entire white cylinder is bright. In yours, only the part facing your "light" entity is lit up. What you can do is set that central white cylinder to "func_wall" and set "minimum light level" to 1.
In conclusion, I think your map is nice, but there are things you could do to take it to the next level. Try to think about what I mentioned and see if you agree. While the brushwork is nice, it is still fairly bland with the straight walls and lack of elevation. You could also have made some more tiled flooring, because the same old road gets a bit boring. And finally, instead of using a bunch of crates to add detail and strategy, why not change a bunch to another truck? Or a market-place with barrels and fruit carts? Crates get boring when you see 'em all the time!
Keep up the good work mate! +1 Subscriber ;)
- First of all, into our eyes is a very perfect Arch! I really like!
- Secondly, texture with a very reasonable.
- Overall, people feel like they're eating a mouthful of sand.:)
- Hope that more efforts, make better map!
[DEV GUIDE] Derivative works should be given a different name to avoid conflict and confusion. This work is made with the following tools and configs. Do check them if you want to derive one the same way. – Editor: Valve Hammer Editor 3.5 – Game definition file (FGD): CS1.6 v0.8.2.0 by Vluzacn – Compiler: Vluzacn's ZHLT v33 – VIS parameter: -full – RAD parameter: -extra -bounce 32 – zhlt.wad mounted, which is with the compiler
[UPDATE HISTORY] Beta 0 (2013-02-19) Beta 1 (2013-11-09) – Added a sound at T spawn – Added some decorative models and textures – Adjusted some crates – Improved details and lighting effects – Replaced most textures (from Dust to CZ Dust and CZ Prodigy) Pro (2014-11-18) – Added and adjusted some crates – Added some decorative models and textures – Added some spawn points (from 16 to 20) – Adjusted some lights – Enlarged T Spawn area – Fixed most bugs – Improved details and lighting effects – Replaced some textures (from CZ Prodigy and Half-Life to CZ Dust) – Simplified structures and optimized for FPS slightly