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 Post subject: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:09 pm 
EgN Member
Steam ID: STEAM_0:1:58718947
Joined: Thu Dec 20, 2012 10:41 pm
Posts: 764
Location: In Booty Land :D
So far so bleh. i'm not sure if im going to like this map. But its coming along pretty good. I have a temporary armory, just for rough draft purposes. I might keep it there, and make it extremely hard to get into, rather then just climbing the ladder and getting to armory. Like i said, It's still undergoing and i plan to fix up A LOT of stuff. Just post below of want yall want/ want different. Ill be keeping yall updated. I could also use some advice, So feel free to tell me!!!
what i plan to put in the map.
2 Sniper boxes in the air.
An LR Room.
Pool.
Soccer.
Basketball.
Lots of hidden teleports/vents/secrets.
Disco.
Solitary.
Suicide Room.
Panda freeday zone.
Zombie freeday zone.

- More to come -


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Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
I prefer jam, because I can't jelly my dick down your mom's throat. - Charlie Scene
They be like "omg booty i want your D - Fiire
I fear the day that technology will surpass our human interaction. The world will have a generation of idiots. - Albert Einstein


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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:17 pm 
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Steam ID: STEAM_0:1:45015271
Joined: Mon May 13, 2013 3:10 pm
Posts: 1864
The textures hurt my eyes. Other than that, keep it up.
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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:18 pm 
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Steam ID: STEAM_0:1:58718947
Joined: Thu Dec 20, 2012 10:41 pm
Posts: 764
Location: In Booty Land :D
Phantom wrote:
The textures hurt my eyes. Other than that, keep it up.

Yeah, im DIFFIDENTLY changing the textures. And thanks!
Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
I prefer jam, because I can't jelly my dick down your mom's throat. - Charlie Scene
They be like "omg booty i want your D - Fiire
I fear the day that technology will surpass our human interaction. The world will have a generation of idiots. - Albert Einstein


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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:23 pm 
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Joined: Mon May 13, 2013 3:10 pm
Posts: 1864
Bootysmellgooddoe wrote:
Phantom wrote:
The textures hurt my eyes. Other than that, keep it up.

Yeah, im DIFFIDENTLY changing the textures. And thanks!


Shyly changing the textures? Okie, whatever you say. :)
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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:27 pm 
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Looks decent so far, but let me give you some tips:

Textures are rather bland, I suggest putting in a good amount of props/catwalk on cells/lights.
Main cell areas that are just a square are usually boring, so make it a bit different instead of just a box.
Panda freeway and zombie freeway zones will be a waste of time; no one will use them.
When you put doorways from the main cells, make sure you don't carve. Just move the walls manually. If you carve, changing lengths of the walls in the future will be difficult.
If you're planning to make a disco, make sure you use the "light" entity, not "light_spot". And if your planning to make a button that activates the lights, don't make it spammable because people could just press it constantly and then epilepsy and seizures and then someone has a seizure and dies. I wouldn't want to live with that.
When you make soccer, make sure you put a trigger_teleport on the soccer goal! but make it so only the ball gets TP'd. So uncheck "Clients" in the flags tab, or people will get teleported by the goals
If your gonna put a sky, make sure you change the sky texture.

Just some tips and suggestions
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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:27 pm 
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Joined: Thu Dec 20, 2012 10:41 pm
Posts: 764
Location: In Booty Land :D
Phantom wrote:
Bootysmellgooddoe wrote:
Phantom wrote:
The textures hurt my eyes. Other than that, keep it up.

Yeah, im DIFFIDENTLY changing the textures. And thanks!


Shyly changing the textures? Okie, whatever you say. :)

What do you mean by Shyly?
Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
I prefer jam, because I can't jelly my dick down your mom's throat. - Charlie Scene
They be like "omg booty i want your D - Fiire
I fear the day that technology will surpass our human interaction. The world will have a generation of idiots. - Albert Einstein


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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:41 pm 
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Steam ID: STEAM_0:1:45015271
Joined: Mon May 13, 2013 3:10 pm
Posts: 1864
Bootysmellgooddoe wrote:
Phantom wrote:
Bootysmellgooddoe wrote:
Phantom wrote:
The textures hurt my eyes. Other than that, keep it up.

Yeah, im DIFFIDENTLY changing the textures. And thanks!


Shyly changing the textures? Okie, whatever you say. :)

What do you mean by Shyly?


That's the definition of diffidently.
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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:45 pm 
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Joined: Mon Jan 14, 2013 6:39 am
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In my opinion have a variety of guns in Amory/vents.For example in Amory instead of having ak,m4a1,deag,awp, have like a tmp or a m249 or a auto sniper. It makes the game more fun with trying to kill cts or ts with different guns to me :D
Be yourself because everyone else is taken- Oscar Wilde
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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:50 pm 
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Steam ID: STEAM_0:1:58718947
Joined: Thu Dec 20, 2012 10:41 pm
Posts: 764
Location: In Booty Land :D
Boonana wrote:
Looks decent so far, but let me give you some tips:

Textures are rather bland, I suggest putting in a good amount of props/catwalk on cells/lights.
Main cell areas that are just a square are usually boring, so make it a bit different instead of just a box.
Panda freeway and zombie freeway zones will be a waste of time; no one will use them.
When you put doorways from the main cells, make sure you don't carve. Just move the walls manually. If you carve, changing lengths of the walls in the future will be difficult.
If you're planning to make a disco, make sure you use the "light" entity, not "light_spot". And if your planning to make a button that activates the lights, don't make it spammable because people could just press it constantly and then epilepsy and seizures and then someone has a seizure and dies. I wouldn't want to live with that.
When you make soccer, make sure you put a trigger_teleport on the soccer goal! but make it so only the ball gets TP'd. So uncheck "Clients" in the flags tab, or people will get teleported by the goals
If your gonna put a sky, make sure you change the sky texture.

Just some tips and suggestions


Alright man! This is like my second map ever. So i think im doing pretty good. But thank you very much for the tips.
Main cell areas that are just a square are usually boring, so make it a bit different instead of just a box.
Well, Yeah, they are. But a lot of these cells have some.... Good things in them. What should i do to make it not boring?
Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
I prefer jam, because I can't jelly my dick down your mom's throat. - Charlie Scene
They be like "omg booty i want your D - Fiire
I fear the day that technology will surpass our human interaction. The world will have a generation of idiots. - Albert Einstein


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 Post subject: Re: So far so bleh.
PostPosted: Thu Nov 14, 2013 3:50 pm 
EgN Member
Steam ID: STEAM_0:1:58718947
Joined: Thu Dec 20, 2012 10:41 pm
Posts: 764
Location: In Booty Land :D
Alex wrote:
In my opinion have a variety of guns in Amory/vents.For example in Amory instead of having ak,m4a1,deag,awp, have like a tmp or a m249 or a auto sniper. It makes the game more fun with trying to kill cts or ts with different guns to me :D


Yes sir. I will put that into consideration.
Teaching a swordsman to kill is simple. The true challenge lies in teaching him not to kill.
I prefer jam, because I can't jelly my dick down your mom's throat. - Charlie Scene
They be like "omg booty i want your D - Fiire
I fear the day that technology will surpass our human interaction. The world will have a generation of idiots. - Albert Einstein


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