Map Suggestion Question & Suggestions to Devs (XQuality, Ayjay, Leilos)

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Suggestion Title: Question & Suggestions to Devs (XQuality, Ayjay, Leilos)
Suggestion Description: Questions + Suggestions


QUESTIONS & SUGGESTIONS:

Q no 0) Ive noticed the V5 map has large unused/empty areas. Why is this?
Are you trying to save resources for max compatibility/fps?

Suggestion: Fill them with trees or small buildings or simply let players use them.
1.jpg


Q no 1) Ive seen you guys did a gj on making a static prop skybox matching the exact vectors of the 1:1 map.
Why not do the same with the terrain brushes? Ive noticed you made a big river with a lake and distant mountains that end abruptly.

Suggestion: Why not make a huge terrain landscape filling the entire skybox space? This would make the map seem much bigger as players would look at distant detailed mountains/creeks/forests from the main map.
As seen in the following pic, Ive added the HL2 prop: models/props_skybox/coast01.mdl as a reference (A big mountain landscape static prop for 3D skyboxes)
10.jpg


Q no 2) Why the big terrain wall at Suburbs? As I mentioned, Ive noticed the river static prop, lake, etc... But then, I looked at suburbs area and theres a (unrealistic and rushed) big wall of terrain whilst on the other edge, theres a fence restricting player movement but a big field on the other side for them to view from a distance.
Again, why the big wall? This makes the map feel much smaller and "closed"

Suggestion: Remove the wall and allow a 3D skybox field/mountain range/3D static prop suburbs area buildings to be seen.
5.jpg
11.jpg

Q no 3) I see the 3D models of the skybox city buildings are simple boxes with simple building texture patterns. Even some HL2 assets were used here. (Why are there Soviet era buildings in an "American" city like Paralake?)

Suggestion: I think you can work more on those 3D models, keeping them low poly in order to give the map a realistic and bigger appearance.
See CSGO's de_vertigo skybox:
1661696846_db6185bf973ce0d34e39.jpg

Q no 4) Why does the forest road lack a road/dirt track texture? Drivers can not see the road, especially at night.
(The tree textures are pretty much the same color as the ground textures)

Suggestion: As displacement textures are simply crappy to draw, I suggest using a static prop model without collision for players to see the road both in 1:1 map and skybox.
7.jpg

Q no 5) What's up with the leeches/ichthyosaur? Haha

Suggestion: Add a trigger hurt with drown damage instead.
8.jpg


Q no 6) Why does the elevator in the city hall not cause crush damage when blocked by players?
It is possible to block it and even be trapped inside when the doors close.
9.jpg

Q no 7) Why not add clip brushes on the displacement cornfield road and other edgy roads? This would prevent cars from getting stuck.
GLITCH.jpg
It would be simply fixed by doing this:
14.jpg


Good job on the map by the way, it was fun exploring it.
 
Last edited:
Suggestion Title: Question & Suggestions to Devs (XQuality, Ayjay, Leilos)
Suggestion Description: Questions + Suggestions

Why should this be added?:
QUESTIONS:
Q no 0) Ive noticed the V5 map has large unused/empty areas. Why is this?
Are you trying to save resources for max compatibility/fps?

Suggestion: Fill them with trees or small buildings or simply let players use them.
(Uploading pictures)


Q no 1) Ive seen you guys did a gj on making a static prop skybox matching the exact vectors of the 1:1 map.
Why not do the same with the terrain brushes? Ive noticed you made a big river with a lake and distant mountains that end abruptly.

Suggestion: Why not make a huge terrain landscape filling the entire skybox space? This would make the map seem much bigger as players would look at distant detailed mountains/creeks/forests from the main map.
As seen in the following pic, Ive added the HL2 prop: models/props_skybox/coast01.mdl as a reference (A big mountain landscape static prop for 3D skyboxes)
(Uploading pictures)

Q no 2) Why the big terrain wall at Suburbs? As I mentioned, Ive noticed the river static prop, lake, etc... But then, I looked at suburbs area and theres a (unrealistic and rushed) big wall of terrain whilst on the other edge, theres a fence restricting player movement but a big field on the other side for them to view from a distance.
Again, why the big wall? This makes the map feel much smaller and "closed"

Suggestion: Remove the wall and allow a 3D skybox field/mountain range/3D static prop suburbs area buildings to be seen.
(Uploading pictures)

Q no 3) I see the 3D models of the skybox city buildings are simple boxes with simple building texture patterns. Even some HL2 assets were used here. (Why are there Soviet era buildings in an "American" city like Paralake?)

Suggestion: I think you can work more on those 3D models, keeping them low poly in order to give the map a realistic and bigger appearance. See CSGO's de_vertigo skybox:
(Uploading pictures)

Q no 4) Why does the forest road lack a road/dirt track texture? Drivers can not see the road, especially at night.
(The tree textures are pretty much the same color as the ground textures)

Suggestion: As displacement textures are simply crappy to draw, I suggest using a static prop model without collision for players to see the road both in 1:1 map and skybox.
(Uploading pictures)

Q no 5) What's up with the leeches/ichthyosaur? Haha

Suggestion: Add a trigger hurt with drown damage instead.
(Uploading pictures)


Q no 6) Why does the elevator in the city hall not cause crush damage when blocked by players?
It is possible to block it and even be trapped inside when the doors close.
(Uploading pictures)




Good job on the map by the way, it was fun exploring it.

What negatives could this have?:
Suggestion

What problem would this suggestion solve?: Suggestion
Ayjay is gone my friend. Xquality's account has been offline for 2-3 years. Lelios is free though. for sure
 
Hey! I'll try to answer all of your question suggestions but before I do, keep in mind that the map itself was created by Xquality and all versions up to v4 were made by him. The only version that was not was v5, which was made by me and Ayjay.
v6 is in development by me and @peeps.

So:

  1. The large unused / empty area is there because source has certain limits when it comes to creating maps. You can't have as many things as you would want in a map as big of a size as paralake, unless you compromise a lot on some parts (like realistic lighting for example) in order to attempt to squeeze out as much as possible. The area itself is there from the very first version of Paralake, which had even stricter limits at the time. In v6, the plan is to not have something like this.
  2. v5's big thing (other than the casino) was the removal of all CSS textures, which were replaced by custom ones. It was an extremely annoying procedure. I think the skybox had some CSS stuff that were not replaced but at the time we didn't give much thought to it. We'll try our best for v6 though.
  3. I don't know! This has not been touched since v1. Worry not, this is not a thing in v6.
  4. This is probably because the map was originally created entirely with Hammer (the software used when you create a map), without the help of a proper 3D program like Blender for custom made props. Because of that, the skybox is full of hl2 assets and very basic looking buildings. No one bothered to do a big skybox change so they were kept since then. Again, v6 will attempt to fix, although no promise here, v6 already has a lot still that needs to be done.
  5. No one at the time knew how to blend it well I guess? v6 will have proper dirt roads (maybe).
  6. Just fun really. Might add a shark for v6 intead?!?!
  7. Good question. To avoid people suiciding maybe? Then again they can suicide in a lot of other places. Might add in v6 why not.
And that should be it. V6 is changing a lot of stuff compared to any other previous version change and this is why it also is taking a lot of time to make. With @peeps joining the team though, v6 is (for a second time) closer than ever for release. We still can't announce a release date but trust the process.
 
Hey! I'll try to answer all of your question suggestions but before I do, keep in mind that the map itself was created by Xquality and all versions up to v4 were made by him. The only version that was not was v5, which was made by me and Ayjay.
v6 is in development by me and @peeps.

So:

  1. The large unused / empty area is there because source has certain limits when it comes to creating maps. You can't have as many things as you would want in a map as big of a size as paralake, unless you compromise a lot on some parts (like realistic lighting for example) in order to attempt to squeeze out as much as possible. The area itself is there from the very first version of Paralake, which had even stricter limits at the time. In v6, the plan is to not have something like this.
  2. v5's big thing (other than the casino) was the removal of all CSS textures, which were replaced by custom ones. It was an extremely annoying procedure. I think the skybox had some CSS stuff that were not replaced but at the time we didn't give much thought to it. We'll try our best for v6 though.
  3. I don't know! This has not been touched since v1. Worry not, this is not a thing in v6.
  4. This is probably because the map was originally created entirely with Hammer (the software used when you create a map), without the help of a proper 3D program like Blender for custom made props. Because of that, the skybox is full of hl2 assets and very basic looking buildings. No one bothered to do a big skybox change so they were kept since then. Again, v6 will attempt to fix, although no promise here, v6 already has a lot still that needs to be done.
  5. No one at the time knew how to blend it well I guess? v6 will have proper dirt roads (maybe).
  6. Just fun really. Might add a shark for v6 intead?!?!
  7. Good question. To avoid people suiciding maybe? Then again they can suicide in a lot of other places. Might add in v6 why not.
And that should be it. V6 is changing a lot of stuff compared to any other previous version change and this is why it also is taking a lot of time to make. With @peeps joining the team though, v6 is (for a second time) closer than ever for release. We still can't announce a release date but trust the process.

I can send you a properly scaled 3D landscape skybox in .mdl + .vmt/.vtf format, just ask me for help if you need it
Best of luck
 
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