ARENA Arena_HardRock 2016-02-09

Arena

  1. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
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    Positive Ratings:
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    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
     
  2. Turnip

    aa Turnip The 80s Vegetable

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    Did you use every prop in the ABS Prop library?
     
  3. Crowbar

    aa Crowbar perfektoberfest

    Messages:
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    This map has so many props it starts feeling like CS:GO.
     
  4. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
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    161
    i like to have details and other stuff :D
     
  5. sooshey

    aa sooshey :3c

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    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.
     
    • Agree Agree x 1
  6. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

    Messages:
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    Just be careful you don't waste time putting in too much detail that you need to remove/change a detail patch you spent a hour on.
     
  7. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
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    Okay I Will Thanks
     
  8. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,440
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    1,192
    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.
     
    • Thanks Thanks x 1
  9. ades

    ades L4: Comfortable Member

    Messages:
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    kinda flat id get some height variation in there
     
  10. radarhead

    aa radarhead Level 20 "Mapper"

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    Honestly I find a little detailing here and there to be a good self-motivator to continue with a project. Plus, if it helps you keep a sense of scale/purpose, go for it. Do what works for you.
     
  11. Nooge

    Nooge L1: Registered

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    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.
     
  12. Crowbar

    aa Crowbar perfektoberfest

    Messages:
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    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.
     
  13. Hipster_Duck

    Hipster_Duck L2: Junior Member

    Messages:
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    Positive Ratings:
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    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.
     
    • Agree Agree x 1