Download converters like "DVD Videosoft Free Studio", where you can do a lot of things with.
www.dvdvideosoft.com/It has been very usefull to me already.
Maybe another tip:
Try to keep sounds in their duration as short as possible.
As example, the wind-sound is almost 10 minutes long. This could also just be like a minute or just 10 seconds.
This decreases the file-size enormously.
You can also decrease the file-size by dropping some frequency and lowering the Kbps. Like .wav sounds, don't have any quality loss at all, but .ogg does. Converting the sounds to 192Kbps, 44,1Hz won't be that bad at all (it decreased the file-size of "beach " from 9,14Mb to 892Kb!).
I've converted them this time and I'll let you choose wich quality you take (I would take the 192Kbps, but thats up to you).
Just listen and feel the difference (wich is barely feelable).
Enjoy them!
Here the 320Kbps version:
www.mediafire.com/file/0nenynbkeuk5uf5/sounds.zipHere the 192Kbps version:
www.mediafire.com/file/zup44hr6v6abvk6/euphoria_192Kbps.zipNow about the map...
I've been looking for this, to finaly be able to download it. But after I started the map, my excitement dropped.
The theming is fine, pretty original.
The texturing could be better. It's all brown what you see, wich makes it pretty boring. Spice it up by some other coloured texture.
The geometry isn't that great as I was hoping for. 101K ssof wtr isn't what this map is showing.
Probably the doorways and the roofends are very triangle-consuming, since I don't see any other object wich takes a lot of wtr.
What about some different windows/doorways? There are just the same of them around the map. This makes the geometry pretty boring.
The lighting outside the houses is fine, but inside the houses is pretty bad. It are some ugly orange/yellow light with odd purple/red fade at the ends on the tiles wich are the end of what those light-entities can reach.
Try to use an other colour and make it less bright, but make sure they are bigger in size (in most cases, candlelights/torches are burning inside a room, but can't even reach the other side of the room while it's a short distance. That's pretty odd).
The detailing isn't bad, but could be better.
There is getting repeated a lot of details (windows, torches, etc). Try to add some varation on that.
It wouldn't be bad to make the map more "broken". It's too "perfect" to give a realistic atmosphere.
Some rooms are pretty big, but really completly empty. What about adding at least a chair or so in that room? That won't affect the flow that much, but still gives a more natural feeling.
The flow seems to be fine.
The gameplay seems to be ok, but can't test that. What about adding waypoints?
I would like to ask, why did you put some line of skybox textured cubes vertical close to a doorway, 2 playerstarts and near a teledest (if you spawn from the teledest, it's on your right side)?
You did this on gameplay purposes? If so, I hope you mentioned that people can use it as a shield for camping on the 2 playerstarts nearby.
I already found 1 problem for ctf:
- Both flags are defendable by just 1 player!
- "flag 270 2" only has 1 entrance and 1 "half" entrance (you can use a pistol- or riflejump to the 2nd floor of the building).
This really kills capture the flag. A flag should be on a spot wich you can reach on at least 2 ways (preferable 3, to get a less predictable gameplay).
- "base 2 3 3 3" and "base 2 1 1 1" have the same problem as the flags. It's easily defendable by just 1 player (because it's on the same spot as "flag 540 1"). This counts for the base on the ship either (especially when it's a riflebase) an probably the base on the roof too.
Be sure to get those bases and flags right, when releasing it as a capture or capture the flag map.
1 Misplaced base can firetruck up the hole gameplay!
Clipping/noclipping are fine.
Anyways...
The map is pretty good, but there's still a lot of work left! Don't think your finished after you posted it, it's just the beginning...
I would rate it (if possible) as 75/100, since it has a solid flow.