Still haven't quit on the dock.
As obvious as this may sound, wall textures for walls, ceilings for ceilings and floors for floors (most of the time). That dock needs wooden textures (although personally I think you'd be better off finding a prop dock)
Dock is now made of wood. Added a metal frame for realism purposes.
Your dock sucks. It's a mish-mash of stuff that doesn't work together very well, especially the combine lights. The metal frame doesn't really add anything either, nor is it realistic. I'm going to break it down for you in a couple pictures.
HOLY SHIT WOOOOOOOOD.
Now here's the actual problem spelled out. You're trying to make this dock into some massive center point to the map. The problem is you've chosen an object that is, by default, really boring. It's a bunch of FUCKING WOOD in a line. It's the kind of object there to accentuate an overall piece with atmosphere, not an object that takes a dump on everything else with flashing lights and a giant "HEY I'M COOL STAND ON ME" sign.
Make it humble and make it something the player would want to check out after a different center piece.
If it makes you feel any better, what you have here is better than what you had before.
He has neat brush ideas (the torch thingies are cool), but it doesn't fit on the kind of dock he's going for.
EDIT: I hope I didn't miss sarcasm here or something.
My opinion is you're being a fucking douche. You don't need to insult him to critique him.
lol. Makes me think of something like this.
But I guess this could be for another map.
I like the blue color of the lights but, it doesn't seem appropriate for day time.
Haven't mapped in ages, barely mapped even then. Had a sudden urge, so I just tried to reproduce an image in Hammer. Jesus this was exhausting.
The actual thing:
and run buildcubemaps twice to get the double reflection.
Working on a remake of Delfino Airstrip from Super Mario Sunshine.
Here is a video of my map.
You forgot one thing...
Those pylons have lights, and those candles should only have sprite.
-Extract the packed map from the rom using Dolphin. (ex. airport0.szs)
-Run the .szs file though yay0dec and run the resulting file though rarcdump. You can get yay0dec and rarcdump here: http://www.amnoid.de/gc/
-Find the file called "map.bmd" in the folder output by rarcdump and export it to a .3ds file (with textures) using bmdview2 (https://dl.dropbox.com/u/54317910/BMDVIeW2.rar).
-Import it into blender and remove useless objects (shadows, overlays, other small things) then break it up into separate objects which will be used as reference or in the map later.
-Import a character from a source game and a character from the game you're porting from and scale the map and game character to get the scale right.
-Strip the map to it's absolute bare basics (terrain, major structures, etc.) and export the striped version into a .smd file and compile it to use as reference in hammer and repeat for each structure in the map.
-Build brush/displacement work around the reference models.
-Export models that cant/shouldn't be made with brushes to be used in the map.
I'm obviously skipping a lot of steps here like porting textures, making collision models, etc. but that's pretty much it.
Wind Waker! <3
Also some progress on my CS:GO map:
I know it's still empty and crappy. Time for some improvements!
So I started working on my villa map from a while ago:
I'm working on the outside right now really. I'm going to make it less blocky, and work on door/window frames more and then start on the inside.
EDIT: From these pictures I can see a bunch of things I'm going to need to work on by the way. I haven't touched this map in over a month.