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Zs_Get_To_The_Choppa


eXfro
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idk why but I laughed hella hard at that map name.

 

looks like a nice map. how long did it take to make?

:) even got the sound bite from the movie in the map! Took about a month to do most of the work then another month of tweaking and troubleshooting

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ok i played the map here's my feedback

 

First of all i don't know if it's me but the grass texture looked wrong

post-45151-0-90199100-1532968504_thumb.jpg

 

also the reflection of the glass look wrong as well

post-45151-0-51533900-1532968656_thumb.jpg

 

And lastly the game_text was a little hard to read when i was outside

 

But aside from that I really like the idea of the map and the execution from it

and I also like the ending with being rescue by the helecopter

 

It a well done map that could replace test_faculty

 

good job :)

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Pretty ok-ish map tbh.

Just like with test facility I like some ideas in it It does have a few issues tho. However it does feel like an improved version of test facility at that so i'll give you that.

 

Technical stuff:

 

You seem to have either misplaced or not placed at all the bumpmap for the grass on the vmt or the bsp because its currently broken thus making it look like this

558f4696422afc2c7a50ba8fa7897541.jpg

https://gyazo.com/55...a50ba8fa7897541

 

(which is not very pleasing for the eyes to say the least)

Bumpmaps and grass dont go very well together so i'd suggest not adding a bumpmap to the grass.

 

EDIT: I just checked the vmt for the grass and what happened is you refered to the bumpmap texture as the texture itself, you need to create a separate normal map texture and refer to THAT as the bump map texture, i'd suggest using a program to do this like CrazyBump (but if you're feeling like not paying money for an overpriced program which i totally understand you can use this pretty neat website that does the same for free.)

 

Also since you used css textures i suggest you use the metal/prodcaution texture on this pole not this transparent one since it looks odd and out of place.

0e1032f32d10525bcd590c8a08d9446b.png

https://gyazo.com/0e...d590c8a08d9446b

 

There's also this two black things that i later realized were supposed to be numbers indicating the floor .

446c80b66c62d1cd391571684e25a359.png

https://gyazo.com/44...91571684e25a359

Never use Brushwork to make stuff like this, Make a custom decal instead, something along the lines of this:

32fa84345137cdabd1deee117ed5aaee.png

https://gyazo.com/32...1deee117ed5aaee

It looks way better, doesnt consume brush side or ent data and just looks better lol

 

Also Bloom, Your bloom is way too high, and this is coming from someone who is pretty tolerant about bloom in somewhat high quantities. Put an env_tonemap_controller with lower values and lower a bit the light value of the light_environment.

 

Extra EDIT: I just checked through the files and you seem to have placed cubemap vmt's belonging to another map in your bsp?

7534c2f982d4ba47c835f3e73ed57cc7.png

https://gyazo.com/75...835f3e73ed57cc7

Its not really game breaking or anything but it may cause some issues cubemap texture wise so i'd suggest not doing this.

 

 

Gameplay stuff:

 

Dont really have much complaints about this, My only suggestion is to put hints around the map. Use the point_worldhint entity to do this, The objectives and areas you can go in are very unclear and since the map doesnt give any clues at all as to what unlocks in what wave and that just makes thing unnecessarily confusing.

 

Other than that I like the map. Just needs a bit more polish that's all :)

Edited by EngineTrap
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