This is a beta release, I wanted to give this to the community to help me trouble shoot this release. If all goes well after this beta a final will be given.
this map includes many light effects, ambient noises, breakable objects, props placed in a way I'm sure you've never seen. and of course My ability to create displacements. The entire main construct of this map is a displacement. There are brush based architecture with in the displacement to give it a fuller area. the long halls are idea for snipers but the back door halls help the enemy to get a sneak attack on you if you stay to long.
Id appreciate any and all comments, ratings, feedback on this beta.
For design and flooprplan, this is definately spot on and in expert territory. Salient use of displacements and supporting brushes to make it look on location. It is quite small but I dont think thats really a bad thing depending on what the intention is, because it is beta as it says.
I gave this an 8 for ambience because although the ligthing is very good, it is plain and too even, and it is quite difficult to get your bearings. Id reccommend having the lighting more varied in some places, and possibly more exaggerated like for instance in the nova prospekt section of HL2 where you have a mutha of a spotlight that casts across an area giving it some nice angles and shadows. This would work well in this map and can be quite credibly done.
Keep up the good work
Pros: The map design is very unique.
Improvements: I think the map should be bigger.
Notes: We would run this on our server but its too small atm. I would really like to see an updated version of this.
This map is amazing, I remember when we tested it out together a couple of months ago, yes... I assume you've made some changes... but right now I don't have time to re-download it so I hope you don't mind.
The displacements are extremely well made and the cave turned out good, the lighting is also nice.
The map is too big, in my opinion though... It would be awesome if you could make an aim_ version out of this.
I hope all of you server owners will use this map because it's definitely worth it and I'll rate it a 9.5, I'm sure it's worth a 10 when it's finished.
Ambience: The lighting is fantastic and the fog and dust makes the map have good depth to it. Good use of entities as well.
Design: Fantastic (obvs) but There's not really a point to the map. Its just a cave... :\ give it some functionality to something bigger.
Detail: Great great, i think this map just needs a purpose i mean its just a random cave pretty much... What's the story behind it? mine? Sanctuary? Research???
Looks: For a cave it's actually very Eye appealing.
Caves are always tedious in Source, and you pulled them off relatively well. The overall detail is perfect for CSS gameplay. Assuming this map is well-optimized I can see that it would run smooth throughout.
It's simply just ideal for css.
The fog looks like the default settings. It would look better with some brown in it to match the rock color, maybe even some clay-color. The light gray looks too wet and misty for these relatively-dry-rock caverns.
The lighting is a bit repetitious. Mainly the rocky-yellow color. It suits the map well, but I think maybe a opening in the ceiling letting in a bit of sunlight, or maybe some different light fixtures that produce some florescent-blueish light would break up the repetition some.
There are some funky displacements, and a spot with a few gaps. Not great, but it's tolerable. BSP brushes are annoying to work with, we all know that.
The breakable bridge is a good idea, but the way it was executed looks kind of bad. It being a giant func_breakable makes it break up into a few little shards of wood and it looks stupid when it breaks. Maybe make it so that when the support breaks, several func_physboxes are set in motion and the bridge collapses? It would take a bit of trigger and entity work, but it would look far better.
Better fog settings.
Break up lighting a bit, give it some slight variation.
Smooth up some displaced areas a bit, but keep the coarse rock-look.
A great map, I love the setting and the overall layout and design.
I have fixed all the sew' errors.
thanks for noticing.
The sound is coming from the center of the map. venting fan.
I will add some more detail to the blocked exit w/sounds.
***Toss a grenade at the bridge***
The entire bridge is func_breakable.
I really like the design. I like the way you mixed displacements with normal brushwork, and I like your texture choice.
Offcourse there are some minor things that need to be fixed.
If I ''zoom in'' you see this:
Also, some weird displacements near the blocked entrance:
About the sound in the map:
I only hear sound near the middle part of the map. Maybe some ''outside'' sounds near the blocked exit? Just a suggestion.
So yeah, its a good map. It needs some fixes, maybe add another ''section''?
Keep em coming!