New map: Dead City 4 (actually going to finish version)

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Re: New map: Dead City 4 (actually going to finish version)

Post by Hook » Mon Mar 01, 2010 9:26 am

Also keep in mind...
Criticism is also merely Opinion and Only Opinion! :roll:
Two "wise" men can say total opposite criticism about a map, good and bad. :wink:
So, do Not always be swayed, in fact Never be swayed, by what different people say or think. :P
Take it into consideration only but definitely NOT as total "Gospel" or "truth"! 8)
In the end - do the map the way YOU Like it!
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Re: New map: Dead City 4 (actually going to finish version)

Post by Feralidragon » Mon Mar 01, 2010 1:18 pm

No, criticism is NOT ONLY merelly an opinion (and who does stuff bound to criticism and learns with it knows this very well).

When someone criticizes some other's work, part of it is it's own opinion, but another are indeed a little truth. There are the right and wrong way to do things, and style is something completelly different. While the style can be criticized being 80% merelly an opinion, other things like the editing itself, performance, etc, they all have always a better way to do things that can be comproved anywhere by solid evidence.

For instance, if I see someone adding a lot of deco into the same spot: is wrong. It's not only an opinion about the style, it's the wrong way to produce a map since it will lag as hell.

If someone doesn't align the texture: it's wrong. Although you might argue it's about style, I say it's indeed style, but the 20% of it that actually has that ABSOLUTE truth in it. Textures should always be aligned to look believable and make the map look like a map and not like a poly experiment.

If someone places 20 lights to bright a spot: it's wrong. It will overbright the place, crash some mods and renders and lag the hell out of the map, it's NOT JUST AN OPINION.

I could spend the whole day giving you enough criticism material which are NOT just OPINIONS. So keep this in mind:
CRITICISM =/= OPINION

You can include opinions inside a criticism, but your criticism is mostly based in true facts and the correct ways of doing things, and not in opinion. The opinion just complements the criticism given, as hints or final apreciations.

If someone wants to do something good (a map, mod, or even something not relative to the game itself), that someone should hear criticism and CONSIDER the opinions and do better BASED on what has been told to be the most correct way or the only correct way.

And believe me, it works this way.

EDIT: Btw, when someone gives "criticism" based only or mostly in it's own tastes, it's not a criticism at all, it's really an opinion.

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Re: New map: Dead City 4 (actually going to finish version)

Post by Hook » Mon Mar 01, 2010 3:24 pm

Whew! :shock: :lol:

Like I said Prowner - :roll: :P Like I said! :wink:
I didn't mean build the map totally wrong LOL :lol:
Take all into consideration for sure - BUT - Do the Map the way YOU like it! :D
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Re: New map: Dead City 4 (actually going to finish version)

Post by *POTS* » Mon Mar 01, 2010 7:10 pm

Feralidragon wrote: For instance, if I see someone adding a lot of deco into the same spot: is wrong. It's not only an opinion about the style, it's the wrong way to produce a map since it will lag as hell.
An example: MH-DawnOfTheDead; with plenty of those weird trees in the outside area it makes you lag like hell.
Another example: MH-Kasu2; there are way too many wooden boxes which cause uberlag
Feralidragon wrote: If someone doesn't align the texture: it's wrong. Although you might argue it's about style, I say it's indeed style, but the 20% of it that actually has that ABSOLUTE truth in it. Textures should always be aligned to look believable and make the map look like a map and not like a poly experiment.
Hmm I'll pass on this, since there are so many...
Feralidragon wrote: If someone places 20 lights to bright a spot: it's wrong. It will overbright the place, crash some mods and renders and lag the hell out of the map, it's NOT JUST AN OPINION.
An example: MH-GodzReturn; the Queen's room is filled with "torches" and if you look at the ceiling with those stupid cones it's either your UT got stuck or it crashes.
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Re: New map: Dead City 4 (actually going to finish version)

Post by Ice » Mon Mar 01, 2010 9:36 pm

I think the map looks good Prowner. I think it would look better if the outsides of the buildings had some detail added, they look a bit plain, but other than that I think its nice for a first map. :D

*POTS* wrote:Another example: MH-Kasu2; there are way too many wooden boxes which cause uberlag.
:shock: How dare you insult the greatest map ever made :evil: :P
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Re: New map: Dead City 4 (actually going to finish version)

Post by -HellFire- » Tue Mar 02, 2010 3:44 am

*POTS* wrote:Another example: MH-Kasu2; there are way too many wooden boxes which cause uberlag.
Ice wrote: :shock: How dare you insult the greatest map ever made :evil: :P
So for ice's birthday whenever it is a Kasu3? :twisted:
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Re: New map: Dead City 4 (actually going to finish version)

Post by BIOMECH » Tue Mar 02, 2010 2:37 pm

MH-IceSkatingRinkWithNearbyRabbitPettingZooAndWarehouse_JumpBootFactoryVersion
Or MH-ISRWNRPZAW_JBF for short

Back on topic, there is indeed a certain amount of truth in criticism, although this is largely ignored in the case of POTS and me. I reckon if me and POTS both complained about a map it would be hailed as a masterpiece :lol: :(
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Re: New map: Dead City 4 (actually going to finish version)

Post by -HellFire- » Tue Mar 02, 2010 2:53 pm

And that is because you don't know how hard it is :D
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Re: New map: Dead City 4 (actually going to finish version)

Post by BIOMECH » Tue Mar 02, 2010 6:49 pm

Oh god not that again...

I rest my case :roll:
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Re: New map: Dead City 4 (actually going to finish version)

Post by Hermskii » Tue Mar 02, 2010 8:09 pm

I found mapping to be way too hard for me. All I had was one square room. Keep up the work all and thanks!
~Peace~

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Re: New map: Dead City 4 (actually going to finish version)

Post by Blood Asp » Tue Mar 02, 2010 8:31 pm

RIGHT! where are my chains... Hermskii i will not allow you to give up with a cube!!! :p
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Re: New map: Dead City 4 (actually going to finish version)

Post by Hermskii » Tue Mar 02, 2010 9:55 pm

Each time I'd spawn a bot, they'd just fall to their deaths over and over. I had no patience for it so I walked away. Not only just a cube but I bet it was warped too and mostly not finished at all. I think I got a few lights in it and put colors on the walls.

Pffffft! Mapping is for the smart and young not the old and lame.
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Re: New map: Dead City 4 (actually going to finish version)

Post by Feralidragon » Wed Mar 03, 2010 5:47 am

Hermskii, you didn't rebuild the BSP in the map or you added just 1 player start or you didn't rebuild the paths :P

That was the problem with the bots. Give it another try, start a map, add a cube, add at least 20 playerstarts and click on "Rebuild BSP" and then on "Rebuild Paths" (there's an icon and menu, your choice), and try it again :wink:

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Re: New map: Dead City 4 (actually going to finish version)

Post by Hook » Wed Mar 03, 2010 9:34 am

Feralidragon is correct!
I always do a "Reduild ALL" and a "Save" after every edit section I do.
And do it OFTEN!!! :|
That is Gospel and is the Safest way for any mapper!
And yes, you need several player starts or you tend to spawn kill each other as you appear in the map using the same player starts as other players or bots.

Hersmkii - sometime when you try mapping again (and you WILL), call me and I can talk you through these things easily. :wink:
Last edited by Hook on Wed Mar 03, 2010 2:14 pm, edited 1 time in total.
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Re: New map: Dead City 4 (actually going to finish version)

Post by Blood Asp » Wed Mar 03, 2010 12:28 pm

Oohh Hermskii *sigh* haha Such an obvious new boi mistake :) hehe i hear endless "My Floors dont work :'( " and "My Map Makes FloorHax! :@" and other stuff like that haha its quite funny lol, but we've all been there, always just that once forget to rebuild it and wonder why its not working haha :)
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