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
