The first mission of killing the breen. this is at beta yet because i'll take a little break from mapping but then i will start working on this again. hope you like:
[URL="https://www.dropbox.com/s/m0pbwhqbk696z8g/gm_killbreenmission1.zip"]Download[/URL]
edit:
are you dumb... i mean the haters... this is a BETA so it is not ready :/
[highlight](User was banned for this post ("Don't post WIPs without content" - Craptasket))[/highlight]
That's a very good and original map ! I can even say it without seeing any pics in the op.
[highlight](User was banned for this post ("Give criticism/help or do not post" - Craptasket))[/highlight]
[QUOTE=StoneRabbit;40959046]That's a very good and original map ! I can even say it without seeing any pics in the op.[/QUOTE]
well StoneRabbit if you played it i hope you liked... it will have some changes in the future when i continue the work on it
You didn't learn from before did you...IMAGES.
Also, there is no way you could have made a better map in a day. Time and detail = a better map.
So I decompiled the map and you know what
1.This map is real bad, it looks like you put no effort into it in making the place.At least make it into buildings or something.
2.You didn't even "nodraw" the faces of brushes that cant be seen
3.This is a common mistake for a beginner, the [B]oversized skybox [/B]actually make the game runs worse.
4.Kill Breen maps are not fun anymore or if you really want to, put more effort into it.
I can tell you more than this but this should be god enough for a beginner.
Son that just ain't right, you didn't even look at the old thread man
So...a breakdown of the map. Several rooms, a smattering of npc's, and a breen. No detail, just blocky rooms. I can't work out if this is for real or a joke thing.
And yet, i can't help but think my work is more attractive somehow: [url]http://cloud-2.steampowered.com/ugc/540645435757357444/D37F466DA0B2C1FFD3F283D99CD1BA7BB5393DAB/[/url]
[highlight](User was banned for this post ("Unhelpful thread shitting. - Last chance" - Craptasket))[/highlight]
[QUOTE=IronPhoenix;40959869]So...a breakdown of the map. Several rooms, a smattering of npc's, and a breen. No detail, just blocky rooms. I can't work out if this is for real or a joke thing.
And yet, i can't help but think my work is more attractive somehow: [url]http://cloud-2.steampowered.com/ugc/540645435757357444/D37F466DA0B2C1FFD3F283D99CD1BA7BB5393DAB/[/url][/QUOTE]
One of the most beautiful, simple maps I have ever seen. Tears to my eyes.
[QUOTE=Black-Ice;40959916]One of the most beautiful, simple maps I have ever seen. Tears to my eyes.[/QUOTE]
Strangely, that's what sphinxa used to say. Well...that and "oh god, i'm blind".
[IMG]http://puu.sh/3bNF9/13db18bb8d.jpg[/IMG]
Seriously? What's the purpose of the map? Where's the lighting? Even I make better maps than this. :v:
[editline]9th June 2013[/editline]
[IMG_THUMB]http://puu.sh/3bNNh/52b2507ea0.jpg[/IMG_THUMB]
I win.
[highlight](User was banned for this post ("Don't bother posting if you're going to be unhelpful" - Craptasket))[/highlight]
kill breen is boring as hell
[QUOTE=IronPhoenix;40959869]So...a breakdown of the map. Several rooms, a smattering of npc's, and a breen. No detail, just blocky rooms. I can't work out if this is for real or a joke thing.
And yet, i can't help but think my work is more attractive somehow: [url]http://cloud-2.steampowered.com/ugc/540645435757357444/D37F466DA0B2C1FFD3F283D99CD1BA7BB5393DAB/[/url][/QUOTE]
How dare you steal my work.
[QUOTE=HighdefGE;40960159]How dare you steal my work.[/QUOTE]
actually i made this
Um was this like your first map or something?
[QUOTE=aussiedropbear;40960585]Um was this like your first map or something?[/QUOTE]
No his first map was yesterday
[QUOTE=aussiedropbear;40960585]Um was this like your first map or something?[/QUOTE]
second map
[QUOTE=miroki;40959181]So I decompiled the map and you know what
1.This map is real bad, it looks like you put no effort into it in making the place.At least make it into buildings or something.
2.You didn't even "nodraw" the faces of brushes that cant be seen
3.This is a common mistake for a beginner, the [B]oversized skybox [/B]actually make the game runs worse.
4.Kill Breen maps are not fun anymore or if you really want to, put more effort into it.
I can tell you more than this but this should be god enough for a beginner.[/QUOTE]
you can't decompile a map and then complain about the technical side of things
[QUOTE=TCB;40960741]you can't decompile a map and then complain about the technical side of things[/QUOTE]
I too decompiled it. The only thing that decompiling does strangly is how it chops up brushes. It won't suddenly add a huge skybox.
OP- i have played pre-alpha games with more content than this. Don't pull the "only a beta" excuse. In fact, a beta should be feature complete with a bit of design work and bugs to fix up. Maybe you should have called it a "foundation release" instead.
[QUOTE=theplayer232;40959026]edit:
are you dumb... i mean [B]the haters[/B]... this is a BETA so it is not ready :/[/QUOTE]
Don't ever say that again.
[QUOTE=IronPhoenix;40961235]I too decompiled it. The only thing that decompiling does strangly is how it chops up brushes. It won't suddenly add a huge skybox.
OP- i have played pre-alpha games with more content than this. Don't pull the "only a beta" excuse. In fact, a beta should be feature complete with a bit of design work and bugs to fix up. Maybe you should have called it a "foundation release" instead.[/QUOTE]
if you feel like you need to decompile a map to make it seem worse than it is, you're doing something wrong.
[quote] 2.You didn't even "nodraw" the faces of brushes that cant be seen[/quote]
most decompilers fuck up nodrawing, or completely skip it. i'm not saying the op necessarily knew how to nodraw but you can't decompile a map (which is notorious for creating errors) just because you want to make it look bad. if you want to point out the technical errors of a map, ask them for the vmf.
this is stupid
[editline]9th June 2013[/editline]
you'll get better
[highlight](User was banned for this post ("Give criticism/help or do not post" - Craptasket))[/highlight]
[QUOTE=TCB;40961454]if you feel like you need to decompile a map to make it seem worse than it is, you're doing something wrong.
[/QUOTE]
No, i'm decompiling the map because it takes a few seconds to do and it is a very easy way of seeing what the map looks like. Quicker in fact than reinstalling garrysmod then waiting an age for it to load.
You know me, you know that i would rather play through a map and tear it to pieces than call it bad because the decompile says so. But sometimes a quick decompile (especially if you cannot be arsed to reload a ton of source shit onto your pc after a serious upgrade) will tell you all you need to know.
Like if someone builds a huge skybox around the map when they don't need to, or adding six light_environments (each with their own value of course), an npc gunship, but then adding the npc_maker with a gunship (and 10 other npc_markes and the npc_breen).
And tell me tcb, what are your usual dimensions in a map. Do you too have walls 448 units high and a skybox over 6000 units high? There is a good 2000 units between the edge of one wall and the skybox starting. There is also 4600 units between the top of the map and the skybox. See what interesting habits and methods can be gleaned from the decompile?
Of course, if you were to decompile one of my maps, your pc would explode in a shower of awesome... :)
i never claimed that his map was perfect or even remotely good, but going as far as to decompile a map just to make him look bad or even to see how he maps isn't really constructive at all
[QUOTE=TCB;40962245]i never claimed that his map was perfect or even remotely good, but going as far as to decompile a map just to make him look bad or even to see how he maps isn't really constructive at all[/QUOTE]
How is it not constructive? Ok, i haven't done a full breakdown of what is wrong, but neither have you. All you have done is rate people dumb and moan about how we shouldn't decompile. And in fact miroki did decompile and do a breakdown of what was wrong, and you still went for him.
So come on then TBC, what breakdown of the map do you have?
Give him a break guys, haha. We were all bad at mapping at some point.
Like I said in my last post in your previous thread, don't release maps like this. No one is really going to play on them. If you want suggestions, post screen shots. Also, your comment is only going to instigate flamers/haters.
I can't wait for tomorrows release of theplayer232s next map.
Those threads are just priceless...
[QUOTE=IronPhoenix;40962276]How is it not constructive? Ok, i haven't done a full breakdown of what is wrong, but neither have you. All you have done is rate people dumb and moan about how we shouldn't decompile. And in fact miroki did decompile and do a breakdown of what was wrong, and you still went for him.
So come on then TBC, what breakdown of the map do you have?[/QUOTE]
i'm not going for anyone, i think it's unfair that you try to spite him by showing his errors in mapping, rather than trying to help him improve. he's new and while he hasn't shown much improvement and doesn't post his threads properly (which yes, is dumb but it's also to be expected from a new member), he still appears to be [I]trying[/I]. most (or all, i'm not sure) of his posts so far have been relatively positive, he hasn't freaked out about people criticizing him which is better than many others that post maps like this.
i had no intention of breaking down his map because i assumed somebody else would do it (eg you), so i didn't post. you, however, did post, but you didn't really help him. sure, you posted a summary of the map, but you never made any effort to improve his actual skills, you just acted condescending. why did you decompile his map? to help him improve? or to find more ways to mock him? you're just trying to make him look bad and all that does is discourage new mappers. no, i don't have any tips for him to improve, but at least i have the decency to not shit up a thread just because it's their second map.
ok the cons:
- overused light_enviorment
- crappy brushwork
- not noded AI
- ugly texturing
These may help you:
[url]https://developer.valvesoftware.com/wiki/Dimensions[/url]
[url]https://developer.valvesoftware.com/wiki/Light_environment[/url]
[url]https://developer.valvesoftware.com/wiki/Sky_List[/url]
[url]https://developer.valvesoftware.com/wiki/Lighting[/url]
[QUOTE=TCB;40962427]i'm not going for anyone, i think it's unfair that you try to spite him by showing his errors in mapping, rather than trying to help him improve. he's new and while he hasn't shown much improvement and doesn't post his threads properly (which yes, is dumb but it's also to be expected from a new member), he still appears to be [I]trying[/I]. most (or all, i'm not sure) of his posts so far have been relatively positive, he hasn't freaked out about people criticizing him which is better than many others that post maps like this.
i had no intention of breaking down his map because i assumed somebody else would do it (eg you), so i didn't post. you, however, did post, but you didn't really help him. sure, you posted a summary of the map, but you never made any effort to improve his actual skills, you just acted condescending. why did you decompile his map? to help him improve? or to find more ways to mock him? you're just trying to make him look bad and all that does is discourage new mappers. no, i don't have any tips for him to improve, but at least i have the decency to not shit up a thread just because it's their second map.[/QUOTE]
This is not his first map. Yesterday he released a map called fourrooms. Blackice told him how he might improve the mapping, other people (including myself) told him how to make his thread better. So, the thread is just as bad, except he is using dropbox instead of a temp file host. Most people will put images in the first post, so why he doesn't do it is strange, especially as BlackIce took pictures for him last time. Meekal also told him not to really release the first map, to use familiar imagery and to keep going. It is evident he is not willing to listen to advice, thus my derision.
So...lets try a post which is a breakdown based off the decompile job. You may hate it tbc, tough.
1. Use a single light environment. Use Skylist ( [url]https://developer.valvesoftware.com/wiki/Sky_List[/url] ) to get the right sky, then input the values into the light_environment. The light environment tells the skybox what to do, so the light will come from the skybox texture, not the light_environment.
2. Sort out your walls. Single story height is 128. Use the dev textures to help as they have written on them the correct proportions.
3. Sort out the skybox. Make it tight around the outside of the level. If the map is 400 units high, there is no point making the skybox have a max height of 6000 units.
4. Textures- learn to use the face edit tool. This allows you to apply a texture per face. Along with this, use the correct material for both the theme and the location. And by location i mean face type. So a wall shouldn't have a floor texture etc. The textures are named for this.
5. Design- This is split into two parts. Start with a theme. Where are you, who was the area made by. If it is a human outpost, refrain from using combine architecture. If it is combine, have a look at some of the combine stuff in hl2, or dig out some of timenova's combine things. You can mix the two, but it is tricky to get right.
The second part of this is the design of the levels and the detailing that follows. Detail may seem minor, but it is the separation between a blocky unimaginative world and something with life. As you make levels, ask the single question "why is that there". A mug, a coffee stain, a barrel. Little things and little stories, and little signs of life.
6- Audio. Sound of wind...beeping, whistles, train sounds, anything. It adds to the environment.
7- Realism. I have not seen any environments like your map. Pull up references, look around your world for inspiration. Find a few images of building with a similar style and map a mix of them.
8- Lighting- use light_spot and point light entities to cast light. Add models for the light source.
9- TIME. The big one...thus the caps. Don't be lazy, time = a good map. Don't spend an hour, spend a week. Make little changes, post in the pimpage thread, learn and evolve. TAke criticism...we are hard on here, and some people will pointlessly defend your work for no real reason. Every map has bugs, no map is perfect. There are very good maps out there, but none are free of faults.
Happy now tbc...you should be as i just spent half hour writing up something you couldn't be bothered to do yourself.
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