Arena_HardRock

ARENA Arena_HardRock 2016-02-09

Billo

aa
Feb 8, 2016
920
397
Arena_HardRock - Arena

DO You Like Killing?
Do You Hate Been Killed?
Do You Want A Quick Match Of Killing?
then this is the right place for you and of curse Killing! :D
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
This map has so many props it starts feeling like CS:GO.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
The thing is, it's better to have less props and more brushes. Brushes break up vis for better optimization while props don't, and you shouldn't rely on props to create an interesting gameplay space. To be honest, I'd take a brush based layout with height variation and ledges and bridges any day over a field peppered with crates. Plus, more props means more clipping you'll have to do (many smaller props are easy to get stuck on, and some don't even have collision models). Just my thoughts.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
An obvious tip everyone should know: at first stages of developing your map it's better not to detail it at all because if you did and then there's something wrong with gameplay, it will be very, very hard to fix issue and let your map still look good.
Once you have your map with perfect (too strong word, I know) gameplay, detail it, but watch out if details do not interrupt gameplay.
 

ades

L4: Comfortable Member
Jun 27, 2014
165
58
kinda flat id get some height variation in there
 

Nooge

L1: Registered
Dec 10, 2015
1
0
Some things that I think need to be worked on:
-Removing the prop spam (While they do look cool and add detail, it is possible to add TOO much of them, and they just clutter up the map)
-Removing props that don't really make sense (I see floating trees, a ladder that leads to nowhere, a backwards 'Hales Coal Town' sign, a towel rack that is very high up on the wall in spawn.)
-Try to add some variants in height, as has been mentioned before.
-Fix the spawn doors (they don't fit with their associated props, and you can see through the walls.
-Check your game logic, the cap point never unlocks.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Something else: While there're lots of props, the brushworks look weirdly simple. There are two easily noticeable groups (?) of things: ones built with props and ones built with brushes. Difference is very much.
 

Hipster_Duck

L2: Junior Member
Dec 20, 2015
99
71
ABS_PropLibrary_Part_D.vmf anyone? No really though, I think you went a bit over the top with props (and not in a good way). Some props are simply there for the sake of putting props there and arn't at all fitting or significant. Also, there's no real theme that's consistent throughout the map.