Nah dude, I never said that your post was flaming I responded to Godzilla that ‘10 responses from people that just play and don’t map shouldn’t be valid. It’s not just optimization, your map looks really bad.’ was flaming. In that he simply said the map looks really bad without providing a single explanation or anything constructive for me to work with.
Selby, your post really helped me out. I appreciate it very much, and I see where you’re coming from with the map I released and especially the n00b errors I made with this piece. I never thought this map was perfect in the slightest bit lol. This is my first map released to public, tbo I don’t know if any map is period is perfect, so the last thing I would expect is for mine to be. I certainly strive toward that, but I set twice the goals I expect, simple business management tactics.
I still have one major question though because I was trying to create a flatgrass style map, which is; Isn’t the generic flatgrass map fullbright?
In my response to you I had concluded 'My only defense to any of the criticism would be aren’t the textures on any flatgrass map tiling? ’ So in no way did I find your post to not be helpful.
I’ve put 300 hours into HAMMER in the last 30 days. Primarily working on brush work, quite obviously. I have well over 10 levels, and this map was the one I cared about the last to be honest. That’s why I let it go first, because I knew there would be some criticism and wanted to get it over with before I let loose anything I actually cared about. Thank you Selby, seriously. So far you’re the only person who’s given me anything to work with from the map that I released and I don’t take that lightly. For the record I tried to change the icon to ‘beta’ but it never switched it, lol. Oh well.
Yeah, I like your work. Stylish, and modern yet full of artistic creativity. The first map I started a CSS/hl2dm map, is full of arches and hanging carpets, flags, and sculptures, various triggers, etc. But I admit, I am lacking in the field of lighting and when I first got into it I noted how much it increased compile times. I thought I had to use hammer to compile and so compiling from two pc’s seemed impossible with only one steam account but I grabbed Nem’s Batch Compiler earlier so it looks like it puts me in business for compiling while mapping. That’s going to be awesome. On the days I can I’ve been mapping literally 80% of my waking day, which can consist of a 50 hour awake period lol so as n00b as I seem, I’m the 1 out of 100 noobs that take my goals to the next level in all of my endeavors. So as I said, I do appreciate your feedback. Plus, you are certainly a valid mapper.
What game is that in? Looks pretty awesome. I especially like exciting and ancient feeling architecture. You’ve made the brushes from inside source sdk? What about the models? Guessing Maya or Max? I grabbed the exporters / importers for 3dsmax models but haven’t rendered anything yet since I wanted to get lighting down more and I have been hoping to find people to help with adding entities and such while I just start busting out the overall levels. I’m actually familiar with how to make decent custom textures and have made all sorts of various things for farcry / crysis but atm motivating the team is my primary concern and it’s been expanding very smoothly. As people take various roles I can spend less time administrating servers and more time pumping out complete levels, and honing my experience to streamline/develop/perfect/optimize my construction process of HAMMER Source SDK maps.
I’m not familiar with ‘wirestruct’ -looked it up on google but saw nothing. Lol, ‘worse’ would be another non-constructive criticism particularly irrelevant to anything but a specific negative opinion. No worries. Nothing could/can/will stop my perpetual insanity.
With another 8 hours work since my last post already managed to fix water, cubemaps, texture errors (lack of nodraw) texture revamps, door error, plus added piers, additional areas, secret admin area with button teleporter.
The optimizations reduced filesize and compile time. Also 3 friends from my servers have offered to join in on the development of this map. Granted only one of them has years of programming and development experience, the other two can help with texturing. Contrary to popular belief, every single person that’s joined server has been more than pleased with this map, although it certainly had some flaws. I particularly like the initial layout and think over time it could easily develop into a complex building setting.
Roughly 15 people have tried the map now, and I didn’t know at least 5 of them. The ones who didn’t know me were actually MORE impressed than the ones who did know me, odd yes… Well the ones who do know me have been on my other maps… which are a lot more exciting than this map. With names like ‘Aquaducts’ and ‘Pit Palace’ team members have been enjoying themselves a lot more on the less complete maps of mine, than this flatgrass. Due to the complexity of my other maps however I wouldn’t expect a release for at least a two to four more weeks, which is why I had released this guy. We’ll have a new version of the flatgrass within the next two weeks. This time, theoretically, criticism will be relative to actual objects on the map rather than n00b errors.
Thanks a lot for everyone’s time reviewing the map, and if anyone wants to play an somewhat interesting flatgrass map to see the barebones of what’s to come with it, regardless of any negativity I still invite you to try it out.