Aaei, it burns!
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Re: Aaei, it burns!
Posted by Captain P on Wed Aug 31st at 8:34pm 2005


? quote:
There needed to be status boards and such elsewhere in the map so you could figure out what still needed to be done without running all the way back up to the control room!


That'd be a good idea, yeah. I remember from Abe's Oddyseus that all across the levels were places info boards that showed how many employees were on that level, how many had died (that day... <img src=" SRC="images/smiles/icon_biggrin.gif">) and how many had escaped. That was a cool thing, and all worked out in the levels themselves.

And yeah, I get the idea a lot of people don't understand the timing issues with teamplay games like CS/CSS. There's much more thought behind it than first appears indeed. It's a shame some people just slap some stuff together and think it's cool. It's even more of a shame that other people like such stuff, while they could choose to play much better maps. But, I think such people usually don't hang around on the sites that offer high-quality maps...






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Re: Aaei, it burns!
Posted by $loth on Thu Sep 1st at 7:56am 2005


There are too many to name, quite a while ago pre HL2 days (well actually about 2+ years ago) I tested for the server of the clan that I was in what seemed like millions of CS maps (we had a cd with a couple of hundred cs maps on them) and I could only find about 10-15 of them that I liked.




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Re: Aaei, it burns!
Posted by Foxpup on Sat Sep 3rd at 12:09am 2005


SP:
I hate traps that give you absolutely no warning. There always needs to be at least some warning so if you do fall for it you say "Aargh! I should have seen that!" A trap with no warning just makes you say "WTF!?"
I don't like it when there's no logical progression in the map, eg you exit a factory and find yourself on the moon, like in a really old Duke3d map I saw once.

MP:
I hate killboxes. The only killbox I like is DooM 2's "Dead Simple", probably because it has the best juice cycle I've ever seen.
I hate dead ends. Dead ends are a very easy way to get fragged so unless there's a really powerful weapon there, nobody will go there and it's just wasted space.



Better to be in denial than to be human.

Bill Gates understands binary: his company is number one, and his customers are all zeros.



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Re: Aaei, it burns!
Posted by Captain P on Sat Sep 3rd at 8:18am 2005


The instant sudden death traps are indeed annoying, Foxpup. I once read a Tomb Raider level designer saying that sometimes he just used a trap, not to hurt the player, but to make him alert, to keep the tension. Death of a player shouldn't be the main concern of mappers (sadly, I see this happen often). Enjoyment should be.






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Re: Aaei, it burns!
Posted by **Dedi** on Sat Sep 3rd at 9:58am 2005


I hate parts where there's no logical way of going through a part of a map. Like, you have to jump on one square, then on the other, then press the button and then the door opens. Well, that's more like Tomb Rider, but still, that annoys me.




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