18 Feb 13, 10:51PM
That's quite a nice map ineed.
The layout seems a little complex at first sight, but I've managed finding my way around rather quikly. Most likely because you've did a great job in adding some real purpose to those rooms and areas. Also the sounds are fitting perfectly.
The lighting seems a bit too bright, while bright isn't really the right word. It's all nice the way it is, but I'm missing a few more shadows and contrasts. Especially on the outside area you could use some blue shaded dark "ambient" lighting and small but intense spots for those street lights.
The map is pretty colourful, which isn't bad in general, but it's a tad too much here and there in my opinion. For instance, you're using different rusty metal textures for those pipes running along the ceiling and also different textures for supporters and stuff on the ceiling, which sometimes makes things look a little mixed up and you can't really recognize where one starts and another one ends. Well,... poor explanation, but I hope you're getting what I'm trying to say.
Hope to find it on a server soon. Seems promising for TDM/CTF fun.
Keep up the good work!
One little hint, because I saw it on your map (the open fence gate) and dogdancing probably could need it on his map too, for his "fallen off" ladder. You actually can use negative elevation parameters for mapmodels on the config file. It's the third parameter. You will have to raise the model wherever it doesn't need to dive into the ground, though:
The layout seems a little complex at first sight, but I've managed finding my way around rather quikly. Most likely because you've did a great job in adding some real purpose to those rooms and areas. Also the sounds are fitting perfectly.
The lighting seems a bit too bright, while bright isn't really the right word. It's all nice the way it is, but I'm missing a few more shadows and contrasts. Especially on the outside area you could use some blue shaded dark "ambient" lighting and small but intense spots for those street lights.
The map is pretty colourful, which isn't bad in general, but it's a tad too much here and there in my opinion. For instance, you're using different rusty metal textures for those pipes running along the ceiling and also different textures for supporters and stuff on the ceiling, which sometimes makes things look a little mixed up and you can't really recognize where one starts and another one ends. Well,... poor explanation, but I hope you're getting what I'm trying to say.
Hope to find it on a server soon. Seems promising for TDM/CTF fun.
Keep up the good work!
One little hint, because I saw it on your map (the open fence gate) and dogdancing probably could need it on his map too, for his "fallen off" ladder. You actually can use negative elevation parameters for mapmodels on the config file. It's the third parameter. You will have to raise the model wherever it doesn't need to dive into the ground, though:
[SELECT ALL] Code:
mapmodel 0 0 -1 0 "some mapmodel that's positioned one unit below surface"