awp_grey_rem 
20 comments Hello guys, this is a remake of the famous awp_grey!
Credits:
Yates; Some tiles
Guitorres; Carpet sprite, Train sprite, Train tiles.
Alistaire; Shadows.
Useigor; Truck sprite.
If i forgot someone, let me know so i add him here





If i forgot someone, let me know so i add him here


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It is very good... but i think it is good idea if you try to improve wall tiles, fix shadows of car, wagons and walls.
Mb you try to use light engine for map and add some room and lights entities.
Mb you try to use light engine for map and add some room and lights entities.

Credits has written:
Yates; Some tiles

Nice, I helped out

Looks great, nice remake. Although Time is right about the space but in this case a remake really cannot change that a lot without losing it's value as a remake.

@
Cure Pikachu: Felt like I've seen this somewhere. Even so, my point still stands. But it would not be right to rate anything else than what he's worked on. So if it's only the visuals we're talking about this is worth a like.
Thanks for pointing it out, I can't be bothered to read descriptions because I'm an idiot.

Thanks for pointing it out, I can't be bothered to read descriptions because I'm an idiot.

@
Time: Can't blame him for the layout, it is a remake (
awp_grey (18)) after all.
Of course, I think you should credit
Banaan for the original map, esp. the layout, otherwise this decent remake wouldn't exist.



Of course, I think you should credit


The map looks neat, but the layout is rather bad.
There are loads of one tile wide passages which are absolutely terrible from a gameplay perspective. I understand the cramped urban feel you were trying to go with but anything more than one or two short non essential one tile passages is excessive.
The fact that this is an awp map makes the one tile corridors even worse and mostly unusable death traps.
I appreciate your sense for aesthetics though, for the most part.
There are loads of one tile wide passages which are absolutely terrible from a gameplay perspective. I understand the cramped urban feel you were trying to go with but anything more than one or two short non essential one tile passages is excessive.
The fact that this is an awp map makes the one tile corridors even worse and mostly unusable death traps.
I appreciate your sense for aesthetics though, for the most part.

I like how you're adding your own shadow sprites. There are some shadow-mapping errors however. I see that you've added a shadow on some boxes to make them look as if they're on top of each other however the stacked one's shadows are a bit wrongly mapped.
If it's facing the ground then the shadow should be a bit longer on the floor, not the same as the other box it's "stacked" upon.
Other than that, since you're stacking boxes. Here's a really simple tip. There's a tile darken option in the map editor. So if you "stack" boxes. Remember to dark the first layer of boxes slightly so the highest box is the brightest. Remember to keep this consistent throughout the map.
Nevertheless, the map looks nice.
If it's facing the ground then the shadow should be a bit longer on the floor, not the same as the other box it's "stacked" upon.
Other than that, since you're stacking boxes. Here's a really simple tip. There's a tile darken option in the map editor. So if you "stack" boxes. Remember to dark the first layer of boxes slightly so the highest box is the brightest. Remember to keep this consistent throughout the map.
Nevertheless, the map looks nice.
At some points it looks quite well, but i must say that a at the east and west side aren't many possibilities for hiding like AWP player do.





