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Actually, not many people have said thank you to me
https://developer.valvesoftware.com/wiki/Propper#:~:text=Propper%20is%20an%20edited%20version,auto-generate%20a%20physics%20mesh .
I understand if you don't want to modify the map, I know the more you add, the longer it takes to compile. Next time you could ask someone you know with a good computer to help you compile the map.
Don't think your skills are bad, it's really good and functional, keep it up
Can ignore it
After all, the server can directly mount the workshop, and the compilation consumes my time, and now everyone’s computer is very easy to play this Source game, so don’t care about these details :D
But I haven’t done this yet. I will only import the model into the Source map and not export it back into a model.Can you give me a link to learn this.
As for the health pack and level design
I will improve
In fact, I don’t want to change the map, on the one hand because I find it troublesome, compile and repackage
More importantly, I have been working on maps for a long time, and there are often some inexplicable problems. Some problems with the Source engine can be said to be metaphysics.Of course, it may also be that my skills are not good
Thanks for your advice
6- The map is fine, but the problem is that the playable area is very big and makes it really easy. I suggested to turn it into a PVP map because of the size of the playable area, but I didn't say you must do it.
The map IS very good, looks really nice, don't give up, is just that the gameplay needs some refinement. Keep it up man.
(divided into 2 because it was too long)
2- Yes, it's ok to use func_details, it was just a suggestion so you could create more detailed objects and not increasing the brush count. "Propper" is an easy program to use, you can convert func details into models directly, but you can use func_details if you want to.
3- I'm sure you can get it to look better, the rest of the map looks really nice on it's own.
4- What I meant was the snail staircase that goes completely unseen, I know you can see the light and some of the interior. The staircase can be deleted and the player will still see the same ammount of detail.
Thank you for your feedback, I will answer your suggestions sentence by sentence
1.The map does need entities with purple lights. Such as elves?But it doesn’t seem to be obtrusive without these entities,A courtyard with warm yellow lights and dark purple woods, this style is not bad
2. As for the model, it takes a lot of time, and the effect is not significant, I converted them to fun_detail, and it’s okay
3.need some decorations
4.The lights in the tower will shine outward. Although the player can’t get there, I still keep it.
5.because it is not in arena mode after all, so I tend to be killed and resurrected automatically.
6. it seems even more inappropriate for deathmatches.
Transform it into a map suitable for PVP, i need a big change
I can design many complex levels, such as picking things, guards, etc., but such a design is very boring for this map,What do you think
This map is really not very good.,I will not do this type of map again
- Maybe add some light sources to the pink lights, such as ground lanterns or lights.
- You seem to make a lot of detailing with brushes, maybe try to convert the details into models with "propper".
- Some of the details in the front of the building look a bit cubic, maybe try to add smaller details to make it look more organic.
- Some of the details inside the building go unseen, delete things the player can't see to make the map file lighter.
- Add health spawners, you may think playing with many players make it easier, but if you get injured and can't heal, you have to play very safe and it's not fun really.
And the last thing I want to suggest, maybe objective is not the best gamemode for a map of this size, maybe deathmatch would be better, but that would require to add stuff to block sight lines.