Please Leave A Comment

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Well since your asking about honest reviews:

I'm not too crazy about the prop use inside. Three resupply lockers next to each other isn't my sort of thing. There are too many light props on the ceiling and it looks rather cluttered. The roof feels low to the ground, 128 I'm guessing is the size of the walls, but I'd go 160 for the wall height. The red console props feel out of place and probably would work better if they were in a room behind glass.
 

Cat™

L1: Registered
Oct 16, 2008
27
5
Tip 1 would be to save your image files as .png rather than .bmp. Do you really need 3 resupply lockers right next to each other? I'd cut that down to 1, especially as one of the number one rules I read about mapping was to keep clutter to a minimum. If it's not necessary to have 3 then I don't think people will miss the visual effect of having 3. The ceiling vent also seems to be hanging very low, like "I'M GONNA BANG MY HEAD ON THAT." low.

Anyway, it's better than my first map!
 

Goosage

L1: Registered
Oct 17, 2008
15
0
alright i fix some of those and see what i can do, what can i use besides spot_light to make it a little more brighter but less cluttered?
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I'm not sure about the lighting, but the camera prop should be up higher. Seems weird having it around eye level.
 
Oct 6, 2008
1,948
446
Hi :)
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Yeah, that camera really looks weird. Like it's a robot looking at you or something. Also, the consoles should be blue, not red (and Mort's glass idea is good too). And you have a texture alignement problem between two adjacent walls in the first screenshot.

Other than that, I agree with the general cluttering impression and excessively low roof.

In the outside view, why do you have two brushes on your roof?
 

Psyphil

L3: Member
Nov 6, 2007
125
60
As already mentioned the lampspamming doesn't really look good and the room should be higher.

Then the room is basicly one dull rectangle with plain walls, either changing the shape alittle or detailing the walls would probably make things look better.

Same thing goes with the outside, detail/reshape the wall

(this is probably a bad explanation but it's almost 2 o'clock and I'm tired)

EDIT: Also, TF2 mapping is often not about making things look realistic, It's more about making "eye-candy" (is that a word in english too?) and prevent the player thinking it's just another booring wall.
 
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Goosage

L1: Registered
Oct 17, 2008
15
0
Yeah, that camera really looks weird. Like it's a robot looking at you or something. Also, the consoles should be blue, not red (and Mort's glass idea is good too). And you have a texture alignement problem between two adjacent walls in the first screenshot.

Other than that, I agree with the general cluttering impression and excessively low roof.

In the outside view, why do you have two brushes on your roof?
lol, yep i took it from his thread.. thanks mort!