Re: reclamation
Posted by Campaignjunkie on Thu Aug 5th at 2:20am 2004
Nice idea with the missile launcher thing. Really like Screen 4 too. But the rubble/crumble
texture is still so blurry and stuff. Concerning lighting - this map
has the same problem as Thanto does, I think. So many light fixtures
but not that much light. They just end up kind of looking like little
trim lights. Nice broad spotlights focused on certain parts of the
rooms could do wonders and bring some more shadows/contrast into play.
But then is the map too dark already?
Oh, and do the dead grunts show up in multiplayer? I assume you're using monster_dead_hgrunt or something, right?
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Re: reclamation
Posted by Yak_Fighter on Mon Aug 9th at 5:29pm 2004
It's done. sorta. The lighting is probably still too dark, and if I bother with a revision that'll be what needs fixing the most. The weapon placement is probably horrible, since I did it in about an hour without any testing. But other than that... I am proud to say that the r_speeds do not go above 910 anywhere in the map, and that's even when looking from corners and such. The area in the bottom pic is less than 900, which is awesome for how much I crammed in there.




http://yak_fighter.tripod.com/maps/reclamation.zip


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Re: reclamation
Posted by Forceflow on Mon Aug 9th at 7:23pm 2004
The map looks pro. Good job.
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Re: reclamation
Posted by Ferret on Tue Aug 3rd at 3:57am 2004
Wow! Very nice job!!! I love the Xen vines. Nice job with that. The blue and yellow lighting is good contrasts! You're doing a wonderful job with this map, can't wait to see it finisehd.

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Re: reclamation
Posted by ReNo on Fri Aug 13th at 5:47pm 2004
In my limited time running around it (20 maps to check out, time was limited!) I found the layout to be confusing, but had no doubts it would be great once learnt with a wealth of route options open from any give area. Weapon placement seemed good, in particular the gauss placement, which was in exactly the same sort of trough location I was going to give it in Angelic. To top it off, it looked lovely, which was especially impressive given the overall low r_speeds and the feeling of integration that the layout suggested.
<br>
<br>Despite these positive points, the map wasn't flawless. The theme was a good one but under-developed, with only certain limited areas feeling particularly over run or even touched by Xen infestation. While this wouldn't be counted as an outstandingly negative point in normal circumstances, given the theme of the contest it became more important. Lighting was, in my opinion, overly dark from a playability point of view, and even from a visual standpoint.
<br>
<br>Despite these failings, Reclamation felt like the map most reminiscent of the great HLDM maps, and I've no doubt that it will be one of the under-rated gems of the contest that those whom give a chance and actually play, will be pleasantly surprised with.

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Re: reclamation
Posted by Agent Smith on Sat Aug 14th at 2:55pm 2004
This is definately a real gem of a map, with the screens doing the map little justice. The map layout and style of play reminded me of the golden age of HLDM, when it was the funnest game around, and maps like this one ruled the servers. Fun, well constructed and polished, excellent weapon placement and great to look at, this map is definatly an underated contender in the competition. Very nice work Yak.

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