thanks for letting me test

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Good scripting doesn't necessarily make a good jump map - design should come first and the scripting to accompany it, not the other way round imo. Having said that, this is a dual map, so obviously a certain amount of scripting is required, but I think it's important to emphasise good level design as a priorityNightmare wrote:The GSC file alone is 1642 lines. Just to show how epic it is.
I tried making the tiles follow the brushes, but I prefer this effect it gives off. The straight lines break up the diagonal geometry.Pedsdude wrote:The tiles aren't facing in the direction of the beams in some cases.
You also appear to have glass which doesn't have any edging (i.e. bits outside it to hold it in).
It's the little accuracies that make a map - not just scripting and cleanliness
KillerSam wrote:means it is not going to be a real life situation realistically.
If I recall correctly, jm_gap, peds_palace, peds_parkour (which I'm pretty sure strove to be realistic) all had similar situations of texturing. I think it's fairly obvious that nm created a theme with his textures (albeit somewhat overused textures) and to break that theme for something like beams would ruin the artistic flow of this map. Imo, it's a pretty ridiculous complaint.KillerSam wrote:With regards to the 'diagonal lines' thing - we both know that is simply BS for you being too lazy to set it up rightTexturing like that in my opinion looks very rushed and careless.
I'm not jealous - I don't claim to be a brilliant mapper and am only trying to provide constructive criticism to help you improve on your maps. You've got to be open to suggestions/criticisms if you want to make your map better in respect to other people's views, instead of just your own.Nightmare wrote:Little accuracies my ass, I sense jealousy.
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality
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