fy_gls_pipes (BETA1)

the first release of the Fight Yard map gls_pipes.



Skybox Texture - Hip Shop
Concrete Texture - cR45h


GamerLine Studio Presents





Change Log:
Beta 1
First Release

Oh noes! You're not a Member!

Want access to cool stuff? As a member you can:

  • Post. Give the submitter your thoughts on this Map.
  • Say Thanks. Show your appreciation by sending the submitter points.
  • Stamp Posts. Let other posters know what you think of their posts.
  • Rate. Give this Map a rating out of 10.
  • Flag. Alert moderators and warn members of a problem with this Map.
  • Vote. Vote the submitter for the Monthly Awards.
  • Subscribe. Get notified when this submitter submits again.

Interested? Register or Login

Comments

  • Holyshit's Levels
    • P1: Beggar
      Points: 10
    • C1: Member
    • A3: Apprentice
      Account Age: 2 years
    Posted 1 year ago

    I agree with Alex ;)

    Amateur Animator 3DS Max <3
  • Alex''s Levels
    • P3: Peasant
      Points: 13,067
    • E1: Helper
      EF: 8
    • C2: Treehouse Member
    • A5: Veteran
      Account Age: 5 years
    Username
    Alex'
    Posted 2 years ago

    Okay first off I have to admit that I'm not a big fan of small maps like this one because of the short distances and limited space but I know this is a trend among fy-maps so I'm going disregard that opinion, after all it offers some fast game play.



    Pros:

    The first thing I noticed beside the pipes was the use of lighting.
    Even if the scene is set at nighttime the map is well enough lit to be playable and enyoyable.
    The combination of red and light blue lighting gives a nice contrast and the use of point-spotlights makes everything look a lot more professional as it raises the mood in the environment a lot.
    The pipelines feels very repeating but I understand that's the theme of the map and together with the 3dskybox and the fencing it gives a nice industry look.
    The pathways and ladders offers great vertical game play, more than expected in such a small map, it may feel cluttered and sometimes a little confusing but it works.
    The detail work: the steam, lighting, sprites, decals and use of models and shadows really sum up in a great way and give the map a good impression.
    - Nice work!


    Cons:

    • The 3Dskybox is half the map and contribute a lot to the environment and the map itself.
      It's usually not a big deal but when you have so much vertical game play as this map offers you see just as much of the 3dskybox as of the map itself.
      The current 3dskybox offers a plane green field with some scattered industrial buildings and a huge error sign (Probably caused by a missing model) and make the map area feel really out of place.
    • The smoke and steam effects in the middle area looks cool but should always be used with a pinch of salt.
      As it is right now it's a little too dense and makes it hard to see your opponent, even if it's meant to be it's very frustrating.
      The many overlapping smoke clouds also causes some fpsdrops while walking around the middle area.

    • One of the Env_steam entities seen from CT's spawn flicker when you walk under it.
    • The ladder on the T's side is hard to spot due to the dark texture. (The longer one of the ladders)
    • I tried playing this map with a few bots, it worked better than expected but the CT's had some problems to get up on the first ramp.
      Even if the map isn't supposed to be played with bots it's always nice to have it compatible.


    Improvements:

    • Look over the 3dskybox, add some more buildings closer to the main area to continue of the industrial theme and make the transition between "map" and "3dskybox" less noticeable.
      Maybe add some tele cables and give the terrain some work.
    • Reduce the smoke/steam effects in the middle area, lower the density or try to reduce the emitters to bring up the frame rates and give a clearer view.
    • If this emitter still flicker after you've reduced the other particle effects try to bring the entity down a few entities from the brush above it.
    • Change the drawtexture from 0 to 1 on the dark ladder on the T's side, to give a better contrast from the wall.
    • To make the map fully playable with bots, you can create a custom navigation (.nav) file for the bots, (You probably know how to do it, but if not :) by using a set of console commands to edit or create a new navigation mesh.
      More info about this can be found here: NavigationMeshes


      Final Notes:

      Overall a nice Fight Yard map over the average degree.
      As Beta1 it's totally acceptable.
      If you can, please try to avoid using "invisible walls" (clip brushes etc) to block the player in, it adds to the perfection if you're blocked by visible reasons.
      And sorry for writing so much - I felt for it..

      Cheers!
      / Alex

      User Title
      Another way to do it
  • mat.duf's Levels
    • P3: Peasant
      Points: 7,539
    • E2: Guide
      EF: 21
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted 2 years ago

    farmerate falls when we enter in the central smoke (normally more thant 60, in the middle around 11)

    A little other problem, bots cann't play this map because they see through the smoke.

    Also too little to play with more than 16 player (but that is not a problem)

    Nice idea using pipes, nice job.

    Sleeper

Credits

Submitter
Dr.iCe's Levels
  • P1: Beggar
    Points: 294
  • E2: Guide
    EF: 34
  • C4: Super Moderator
  • A5: Veteran
    Account Age: 6 years
Username
Dr.iCe
(Creator/Co-creator)
Studio
Studio
GamerLine Studio
Key Authors
Dr.iCe
Level Design
cR45h
Texture Artist
Hip Shot
Texture Artist

Rating

9.48/10
Based off 9 rating(s)

Additional Info

Development State
Beta

Stats

Post Count
3
ViewCount
3,528
Downloads
527
Date Added
2 years ago
Date Modified
1 year ago

License

N/A

Share

Embed Code
Code to use:

More embeddable images

Bookmark and Share