Much thanks for all the feedback. This map was a learning experience for me
as I get back into the hobby of level design. From feedback here and in a
couple other arenas I will be able to improve the quality of my next
project.

Most of the feedback I have gotten has been extremely positive. The
criticisms that have made the most impact for future projects (and I am
listing here in case it may be beneficial to others):

* Use PakRat or some similar solution to pack all the custom content into
the map. My rational for not using PakRat in de_tension / ww_de_tension were
that the two maps share assets and could benefit from keeping them separate.
What I have learned after posting the map is that many servers are run by
people who do not really know about using custom content, RES files and
setting up fast download URLs.

* Reduce texture file sizes. One of the predominant complaints from other
designers is that the textures are often large. I made my models in 3D
Studio and the textures were created by using the Render To Texture dialogue
at 2048x2048. One of the things I did was use hi-res textures and then make
lower res textures for different LOD (level of detail). The hi res texture
is used when you are right up next to the model... lower res versions as you
move away. Many level designers complained that the texture file sizes were
too large. I think that in my next project I may do a little more
experimentation on choosing the right balance of texture detail vs. file
size. I am curious what max resolution most of you happen to use for models?

The rest of the feedback was more presumptive. For example, assuming that
all CS players have a certain preference is making a big assumption. Yes,
the vast majority of players love the same 6 maps and will play them ad
nauseum... but those players are not the real focus of custom cs level
design anyway. The idea that CS should not have "dynamic" designs (such as
ww_de_tension that changes available paths depending on the number of
players available) is presuming far too much about game-playing mentality.
It is not "random" as some have insinuated because the paths were
specifically calculated to open at specific locations depending on the
number of players. Yes, it is confusing to some players at first... but most
of us primates can learn simple enough concepts after a few minutes. What I
have learned by anonymously playing the map (with people who did not know I
made it) was that most players think it is neat once they understood.

Anyway, I appreciate all the feedback and discussion. I look forward to
sharing my next project when it is finished.
______________________
Shawn Olson
www.shawnolson.net
www.wallworm.com 


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlmappers

Reply via email to