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Supply Warehouse

Posted: Fri Jul 11, 2003 4:58 pm
by SlasherZ
My first map, Supply Warehouse is here. tell me what you think!

http://moh.kimballsoftware.com/Files/Su ... ehouse.zip

Posted: Fri Jul 11, 2003 6:42 pm
by Sonsai
Screenshots first :)

screenshots

Posted: Fri Jul 11, 2003 8:31 pm
by SlasherZ

Posted: Fri Jul 11, 2003 8:51 pm
by Alcoholic
i just tried it and all i can say is... NICE! the truck could have a better colision though. use metal rather than the wood only for the collision.

Posted: Fri Jul 11, 2003 10:01 pm
by Sonsai
looks good :)

Posted: Sat Jul 12, 2003 1:29 am
by Silent_Death
Sonsai and Alcoholic you're never gonna make a new mapper any better then he is by acting like that! You got to tell them how bad their map sucks before you tell them how good it is. When I'm done my first map I want people to tell me the things I've done wrong instead of make me feel good by saying it's awesom! And for that guys map all I can tell him is next time you should add coronas and most doors only open 1 way.

Listen guys don't get me wrong but think about beta testers of games, they report the bugs not tell the creators how cool they think the graphics are!

Posted: Sat Jul 12, 2003 1:49 am
by Sonsai
The only negative I saw in this map were the doors. Make them so that they always go away :wink: The maps pretty empty, and a one way route, maybe in the next version (if there is one) try to include some more routes, so that when you play in it, you can't just camp by the ladder and have people come up, etc. etc. Otherwise everything else it pretty good

Posted: Sat Jul 12, 2003 2:35 am
by Alcoholic
well i checked out the chair's collision mask and i can honestly say it was awesome. i couldnt really find a flaw in that mask. the opel truck on the other hand, needed ALOT of work on the mask. other than that you just need some detail and there ya go!

Posted: Sat Jul 12, 2003 6:50 am
by mohaa_rox
Silent_Death wrote:Sonsai and Alcoholic you're never gonna make a new mapper any better then he is by acting like that! You got to tell them how bad their map sucks before you tell them how good it is. When I'm done my first map I want people to tell me the things I've done wrong instead of make me feel good by saying it's awesom! And for that guys map all I can tell him is next time you should add coronas and most doors only open 1 way.

Listen guys don't get me wrong but think about beta testers of games, they report the bugs not tell the creators how cool they think the graphics are!
but we must also not let the creator feel depressed and disappointed, so he won't continue to map.

for example, if u were to create a map, then we say "Aw man! that sux! sux hard! my 3 yr old brother could do better!" u think he will quit mapping? :wink:

i think just don't be too harsh with new mappers.

Posted: Sat Jul 12, 2003 7:47 am
by Sonsai
i had second thoughts on that... but there were a few things i would touch up on

doors

Posted: Sat Jul 12, 2003 8:41 pm
by SlasherZ
how do i fix the doors in this map?

Posted: Sat Jul 12, 2003 10:02 pm
by Sonsai
Set all your door angles at 90.

Select the door and the origin brush, press N, in the key line type angle, then in the value line type 90 press enter and compile, version 2 is done!

Posted: Sat Jul 12, 2003 10:42 pm
by wacko
Sonsai wrote:Set all your door angles at 90.
I'm downloading the map and I'm VERY curious whether ALL doors face the same direction! Else, don't set ALL angles to 90?! Just of those doors which are to be opened from above or below (ofcourse in the XY-view in Radiant)

Posted: Sat Jul 12, 2003 11:18 pm
by wacko
Yep! Just as I expected: There are doors which look in the XY-view like |. Their angle of 0? degrees is fine, and they are the doors that work. Then there are doors, which look like ___ in the XY-view. They need an angle set to 90? to work.

Then 'bout the map. What I like is that u didn't try to build a complete town plus airport + trainstation, battlefield and scripted submarines flying around!! U started with a small map and I'd say it's done pretty well for a 1st one!
The texturing was done well, just those twin pipes have a texture which is stretched too much and the gates (the big doors) look a bit strange...

The lights would look better indeed if you added coronas. Do so and you'll see the difference. (You can copy/paste or duplicate coronas, but do not rotate them!)

The doors again :wink: , give them a key/value of doortype/metal and they will sound like metal doors should.

In one room (in the 1st floor) I saw some Z-fighting in the floor (probably some wall brushes in the ground floor being too high.

Now the biggest thing. Connections of rooms. There are quite a lot rooms with just one entrance. In a map of this sort, you should try to avoid this, because this would just make sense for a player who wants to hide and wait. It'll bring much more action and suspense, when every room is accessible from at least (!) two entrances. Try to connect your rooms much more, maybe with some more hallways or additional ladders.

Oh, yes, the ladder. It is errrm fat and ugly! Rather for a gorilla's cage or T-Rex? :P Rails with lets say 4x2 units and rungs 2x2units ought to be fine. The func_ladder brush(es) work perfectly!

Hope, this wasn't too harsh or too frustrating and keep in mind that this i just MY opinion! :wink:

Posted: Sat Jul 12, 2003 11:29 pm
by SlasherZ
i really appreciate everyones postisive feedback (and critisim) thanks!