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I really like the theme of the map! so far i notice my weapon has alot of black and purple lighting,
i like the breakable windows but maybe replace it with non breakable windows and make it seeable like a normal window,
maybe add a ladder to let people go on the roof,
for the background maybe add lots trees and make it a forest environment would be nice and yeah that's pretty much all i gotta say so far it looks nice i'm liking it alot and i look forward to seeings more updates on the map, good luck!
that's pretty much all i gotta say so far it looks nice i'm liking it alot and i look forward to seeings more updates on the map, good luck!
The living room, pool, building near the boxes, and roof make a solid arena. Other than that, it's dark, cramped, and empty. The attic is a dead-end, the decline beyond the pool is a dead-end, and the sheds are out of the way.
Some of the spawn points could use some repositioning and reorienting.
I suggest removing the ammo pick-up from the upper level of the building by the boxes. It's just begging to be a campsite, regardless of how effective it is as one.
I'll have to review an actual battle to get more specific feedback.
Everything has its beginning, hop aboard the grogboat!
Colonel: Co-Lead | Level Designer
I also introduced cubemaps to the level. While it's great to not have checkered textures the reflections in metalic materials are still too bright. Does it have to do with the cubemaps' concentration? And the indoors pool is also affected by the cubemaps, probably I need to enable that lod entity.
I move the mouse a little bit and...
And for some reason the SKIP brushes aren't doing their job, the pickups always trespass through the props.
Nice to remind me that this thread exists. Actually, I always knew about it, I'm just lazy as heck.
Anyway, for those who wonder, I started a remake of the first public build I made, with several changes based on Links' suggestions. All I can say is that I might not touch the vmf file until my major projects are done. All I can say is that gone are the dead ends, and a couple more paths and areas to explore are in the works.