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August 22, 2019, 01:50:17 AM
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Author Topic: Remaster: Crates HD 2019  (Read 159 times)
3lf
PGP

Posts: 46

« on: August 03, 2019, 07:03:14 AM »

Hiya!

I am back with another remaster. This time it's the crates made by Fryth.

Things to work on: lighting is too dim inside the building and and the lights need to be directed downwards… right now they are pointing all around them and it looks a bit off

Download: Click to Download (GDrive)


* crates_hd_b1_1.jpg (266.2 KB, 1280x800 - viewed 77 times.)

* crates_1.jpg (344.72 KB, 1280x800 - viewed 78 times.)

* crates_hd_b1_2.jpg (344.45 KB, 1280x800 - viewed 78 times.)

* crates_2.jpg (353.05 KB, 1280x800 - viewed 77 times.)

* crates_hd_b1_3.jpg (342.76 KB, 1280x800 - viewed 77 times.)

* crates_3.jpg (315.21 KB, 1280x800 - viewed 76 times.)
« Last Edit: August 03, 2019, 08:25:31 AM by 3lf » Logged
P!nk
Autococker

Posts: 946

« Reply #1 on: August 04, 2019, 03:20:18 PM »

<3
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Rick
Map Committee
Autococker

Posts: 2177

« Reply #2 on: August 04, 2019, 05:59:40 PM »

Ahhh, soo many memories of playing with Snipen and Loial on their pub servers...
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jitspoe
Administrator
Autococker

Posts: 18655

« Reply #3 on: August 05, 2019, 05:23:20 AM »

Ok, looking at the screenshots, I see it wasn't just a perception thing that it felt smaller and had fewer crates.

Between the ladders and the windows, it certainly is less of a boring sit-at-the-chokepoint-and-spray map.  Played better than I expected.  A few notes/suggestions:

1) Might as well spawn with equipment.  Lots of cases of people taking all the ammo and such.  I don't see a reason to replicate one of the worst aspects of the map where all the equipment is piled on top of each other (looks bad, and often the ammo gets picked up before the hopper, resulting in somebody picking up multiple ammo packs leaving teammates without any).
2) Should avoid copyrighted material.
3) The asymmetry in the bases could actually have a large impact on grenades.  It was fairly easy to throw grenades through the window and be effective on one side, but I imagine on the other, they'd frequently end up behind the wood fence and be useless.
4) Hint brushes could probably go a long way with the area below the windows.  Above, the line of sight issues are still going to be problematic, but at least you can improve the perf in the common areas.
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JeongWa
Autococker

Posts: 531

« Reply #4 on: August 05, 2019, 05:38:09 AM »

I really enjoy the look of it.

Tho something that instantly bothered me on your map:

1) You canno't creep bellow the shields's windows and when you stand behind it half of your view is blocked by it. You should higher it for both reasons IMO.
2) The holes in bunkers are easy to go from down->up but really hard the other way around. I personally think it should be widened so i don't have to dance around to finally go down.

There is a Quote that apply to that:
- "Fear: Where is the Hole???"

Keep the good work.
« Last Edit: August 05, 2019, 10:25:00 AM by JeongWa » Logged
3lf
PGP

Posts: 46

« Reply #5 on: August 05, 2019, 03:07:01 PM »

Thanks for the feedback! Appreciated

@jitspoe
1) I wish this could be dynamically changed... I'd like to keep the need to pickup and reload co2 as this is a huge gameplay element in 1v1 but I am willing to release ent file for pubs If that is what people want.
2) noted but at the same time ignored (I'll change the track probably as soon as my brother makes a sick mix tape for me)
3) this was just a mistake from my part... Forgot to set the fence as mist, although nades staying in the play area might be better for gameplay hmm...
4) I'll certainly need help for this one. Even the secret area is completely visible everywhere...

@Jeongwa
1) I'll fix that
2) I noticed this too. Making the hole/bunker wider could make the whole thing look off place, but I'll see If the clip brush there could be made thinner/ladder moved under the lip so there is more room for player to fit through
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