Isnt this the map that I saw on Facepunch and denounced it for copying buildings from PERP2's official map and Evocity2.
Also, this is on temp hold, got bored of mapping and will continue sometime this summer.
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.It's okayish, though, but I'd work on it a lot more if I were you.
Quote from: Highdef on July 03, 2011, 07:43:55 PMLooks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.It's okayish, though, but I'd work on it a lot more if I were you.lol this made me laugh, thanks for the criticism though.ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources. Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lolFor the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).This picture is how the lighting is; here also my map was originally/still made for day/night system.Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.Also brovo your the first one to say something negative about my map.
Quote from: snapster on July 05, 2011, 09:57:18 PMQuote from: Highdef on July 03, 2011, 07:43:55 PMLooks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.It's okayish, though, but I'd work on it a lot more if I were you.lol this made me laugh, thanks for the criticism though.ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources. Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lolFor the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).This picture is how the lighting is; here also my map was originally/still made for day/night system.Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.Also brovo your the first one to say something negative about my map.As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.
Quote from: Highdef on July 06, 2011, 08:28:41 PMQuote from: snapster on July 05, 2011, 09:57:18 PMQuote from: Highdef on July 03, 2011, 07:43:55 PMLooks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.It's okayish, though, but I'd work on it a lot more if I were you.lol this made me laugh, thanks for the criticism though.ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources. Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lolFor the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).This picture is how the lighting is; here also my map was originally/still made for day/night system.Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.Also brovo your the first one to say something negative about my map.As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.I am close to brush limit about 2k brushes left, my map fills MOST of the grid, not counting 2048 from the direct edge cause sometimes it doesn't compile with it like that. Every building doesn't have to have curves or slants to it, do you know how many buildings don't? a lot.Like i said, the environmental lighting i can give one shit about cause its made for day/night script. I knew you were going to comment on those buildings; Those buildings don't look like how they look in the picture, changed textures and shit. I haven't got around to in finishing the median, and detail sprites look like shit.I said thanks for your criticism herp derp. I map for fun, I've been on/off this project for quite awhile, fyi I did make that street under 30 mins. And I don't block all criticism, I have took a lot of idea from other communities i should this too and they helped me.Also if your a mapper with the screenshots in your profile, you should relook at your HL2 city, You map is also blocky, lighting is mediocre, and streets look meh.