This is one of my first maps, so dont be too harsh.
[media]http://i30.tinypic.com/2gvlffr.jpg[/media]
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[media]http://i32.tinypic.com/2v28704.jpg[/media]
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THIS IS NOT A RELEASE This is here for criticism and to showoff what i've made, if people want to play it, i will quite happily release it.
[editline]05:09PM[/editline]
Sorry for the image quality, GMOD saves them as JPEGs.
have you tried adding lights
When i was making it, my plan was to add some lighting, and a dark skybox, but i thought it'd look stupid, so i didnt, i changed the skybox to militia_hdr and forgot about the lighting. It doesent look to dark does it?
as in a light_environment
Oh god, it's fucking ugly. I know you don't want harsh criticism, but you will get some anyway, because else you will never progress. If you can't take harsh criticism then you are pretty much screwed and you should just give up.
First of all, ADD SOME LIGHTS. That's like the very first thing every beginner mapper learns, the two most important entities that a map should have are info_player_start AND lights. Sadly, some are still stupid enough to keep doing maps without lights even though everyone is pointing out how ugly their maps are.
I hope you will not become part of them, so get to the Valve dev wiki ([url]http://developer.valvesoftware.com/wiki/Main_Page[/url]) and find some predefined environment light settings that go well with your sky texture ([url]http://developer.valvesoftware.com/wiki/Sky_list[/url]).
You will be surprised how nice a very basic map can look with a decent lighting.
Secondly, for god's sake, don't use dev textures. Some people think they are original and have an artistic value, but most people here will prove them WRONG. Dev textures are meant to be used during development for measuring purposes, and they should NEVER be in a finished product.
I'll say nothing about your brush work, because it's barely visible because of the lack of lighting. The very little I can see from it looks really poorly done, but I can't give you any advice for that, you'll learn it by yourself if you're smart enough.
there you go
I'm using dev textures because of the 'aim' map style. This is a CS:S map not a garry's mod map.
I'm working on a very basic GMOD map now.
[QUOTE=NeoShinsei;16902256]I'm using dev textures because of the 'aim' map style. This is a CS:S map not a garry's mod map.[/QUOTE]
That does not mean that it has to look like shit. Take Kilburn's advice or you will never be any further than beginner.
[QUOTE=_Kilburn;16901546]Oh god, it's fucking ugly. I know you don't want harsh criticism, but you will get some anyway, because else you will never progress. If you can't take harsh criticism then you are pretty much screwed and you should just give up.
First of all, ADD SOME LIGHTS. That's like the very first thing every beginner mapper learns, the two most important entities that a map should have are info_player_start AND lights. Sadly, some are still stupid enough to keep doing maps without lights even though everyone is pointing out how ugly their maps are.
I hope you will not become part of them, so get to the Valve dev wiki ([url]http://developer.valvesoftware.com/wiki/Main_Page[/url]) and find some predefined environment light settings that go well with your sky texture ([url]http://developer.valvesoftware.com/wiki/Sky_list[/url]).
You will be surprised how nice a very basic map can look with a decent lighting.
Secondly, for god's sake, don't use dev textures. Some people think they are original and have an artistic value, but most people here will prove them WRONG. Dev textures are meant to be used during development for measuring purposes, and they should NEVER be in a finished product.
I'll say nothing about your brush work, because it's barely visible because of the lack of lighting. The very little I can see from it looks really poorly done, but I can't give you any advice for that, you'll learn it by yourself if you're smart enough.[/QUOTE]
I'd disagree, dev textures have their place. For example in gmod. Using them well can look very nice in not quite realistic themed maps.
If you're going to go with the aim_ag_texture theme you at least need to use the dev textures well.
Take a look at how aim_ag_texture_city is textured for refrence.
Top quality fpsbanana map!
For starters, there is no "Aim_" style for maps. Aim_ is designed to provide tricky/challenging shots for various weapons. E.g. A sniper range dotted with obstacles.
People use Dev textures either because it is an alpha/beta version, for scale purposes/add depth when mapping or because they like them.
You have alot of texture misalignment, this is where the textures are off alignment. Generally a 512x512 texture will fit a 128x128 block perfectly when aligned "Top, Left". Sometimes brushes invert their texture faces and so you have to reset them (This results in a backwards/reversed texture.)
Adding the "Light" entity to a map will do nothing when you have sealed the map/exposed the "tools_skybox" texture. You should add a Light_Environment entity. Light_environment's usually work best when given settings appropriate to the skybox name. These can be found on the Valve Developer Wiki.
You've got a few clipping brushes, this is where two blocks intersect, try to fix these and these can make your compile times longer and generally look unpretty. You can also use the clip tool to remove the sticking out brushwork.
I suggest you read up on some tutorials and keep trying, and think of better names, aim_qwertyuiop is lazy!
Rrr-r-r-..r-r--r...
*sigh*
Okay okay.
Just... atleast put a light_environment in there or I'll die.
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