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Recycle

Discussion in 'Map Factory' started by Solarin, Apr 11, 2010.

  1. Solarin

    Solarin L1: Registered

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    This is my first map using the Source engine. I had done a bit of mapping for the original Unreal Tournament and Counter-Strike, so I knew my way around a little bit. However, I still have a huge amount to learn and and I look forward to doing so in the process of making this map.

    The general theme of the map is the typical industrial/rural divide meeting in the center at a recycling center, which ultimately is just a front that the two corporations use to covertly store toxic waste. Recycling doesn't really seem like their style, anyway.

    There is a huge amount of work still to do, and for the next alpha release I'm focusing on cleaning up the textures/lighting/geometry of the middle area as well as the building interiors adjacent to it on each side.

    I might need to ask this in another thread though, but I'm wondering if there is a certain level of polish that is necessary before trying to get in on a gameday. Everything in the map is hooked up (spawns, objectives) and there are clipping brushes to limit movement to only the intended spaces, but my texturing and lighting so far are very rushed, and there are no signs or anything to guide people. I would love to see how it plays layout-wise, and what should be changed before I get to in-depth with the detail work. Anyone have an opinion on this?
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    The only requirement for submitting a map to gameday is it must be playable (all points work, spawns are correct, etc), it must have as little errors as possible (no leaks, properly assigned resupply cabinets), and overall you must be serious about it.
     
  3. HeaH

    HeaH L8: Fancy Shmancy Member

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    you are using a HL2 texture for the handrails. You should rather use prop handrails, they are in the spytech category of the modelbrowser.
     
  4. Solarin

    Solarin L1: Registered

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    Thanks for the responses. The railings were just a lazy way for me to visualize where I wanted railings to be without having to place and line up static props. These will definitely be changed in my first pass.

    Also, I changed the uploaded file to one with a better compile. Despite having some mapping background I am very inexperienced in making release-quality products, even alpha versions. I fixed a few leaks and texture problems and had a proper compile in the newer version.