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PS. The CT spawn is still garbage...
6 & 8) I agree. I had a greater veriety of textures before but they were all black for my friends (because I downloaded them somewhere) so I just changed everything to one texture so that we could play together.
7) I like it too, I allways like some kind of interactions with the level instead of just basic structure. I think it might play out well!
9) I like the current size but I'll consider it.
10) Indeed, I will try to find fitting props for the map
11) Thanks! I will keep the idea and work on the other things you said :) Cheers!
1) Yes, it's the name of the hammer file itself since you have to give it a name and I didn't know what the map would be yet (my friend and I were joking about the singer Michael Bolton :) )
2) Yes, this is my first time experimenting with displacements. I didn't know what it was until some weeks ago. I get confused even thinking about displacements, how everything should line up in order to sew etc. and yes, I'll try to fix these bugs.
3) Thanks for the tip! I thought the light was a bit strange and concentrated on one spot. I'll also try a darker colour.
4) The idea of the map is that it's taking place on some mountains/hills with smoothly lined up hills and cool skybox in the background. All though I haven't gotten to that stage yet. I think placing a wall will make the map feel somewhat claustrophobic, since the main idea was it to be open and wide.
6) Maybe you should try to use 2-3 more wall textures to give a sense of different map zones (with very distinguishible colors) until you reach a more advanced phase of mapping.
7) I like the water, very very interesting idea.
8) I like the metal boardwalks and all the "cave" theme. You should add more details like this one because they add realism!
9) Consider the idea of reducing the size of the map.
10) Put some static prop like trees or something like this to let players distinguish map zones. You can use a tree on the terrorist zone, an huge crate on the ct zone, a statue on the center of the map etc....
11) Very nice overall idea, keep as this.
1) In game the map is called de_bolton. !?!? I am a bit confused (Maybe you will fix informations on the next release)
2) There are several displacement bugs, remember to align displacement segments correctly in each of the 3 dimension and to erase the other "5 faces" of the solid you are making the displacement with (talking about a cube, keep only the top face and delete the other ones).
3) You should really move light entities away from walls (lights are too close to walls and this creates a too bright effect, put them more centered on the room to avoid bright reflections) and i suggest you to keep this color but the desaturating it a bit (also try different brow-ish, darker color).
4) Even if this is an alpha i suggest you to create a brick wall, or a wooden wall around the edges of the map to give player the sense of a border (don't waste time making them with displacement or something like rocks)